Merge branch 'allegro-touch' of https://github.com/dos1/imgui into dos1-allegro-touch
# Conflicts:
# examples/imgui_impl_allegro5.cpp
diff --git a/.editorconfig b/.editorconfig
new file mode 100644
index 0000000..3dd05d3
--- /dev/null
+++ b/.editorconfig
@@ -0,0 +1,20 @@
+# editorconfig.org
+
+# top-most EditorConfig file
+root = true
+
+# Default settings:
+# Use 4 spaces as indentation
+[*]
+indent_style = space
+indent_size = 4
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[imstb_*]
+indent_size = 3
+trim_trailing_whitespace = false
+
+[Makefile]
+indent_style = tab
+indent_size = 4
diff --git a/.github/CONTRIBUTING.md b/.github/CONTRIBUTING.md
deleted file mode 100644
index 4fe220b..0000000
--- a/.github/CONTRIBUTING.md
+++ /dev/null
@@ -1,42 +0,0 @@
-## How to create an Issue
-
-Hello!
-
-You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you!
-
-**IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS**
-- Please post on the "Getting Started" Discourse forum: https://discourse.dearimgui.org/c/getting-started
-
-**Prerequisites for new users of dear imgui:**
-- Please read the FAQ in imgui.cpp.
-- Please read misc/fonts/README.txt if your question relates to fonts or text.
-- Please run ImGui::ShowDemoWindow() to explore the demo and its sources.
-- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags.
-- Please use the Search function of your IDE to search in the code for comments related to your situation.
-- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert.
-
-**Guidelines to report an issue or ask a question:**
-- Please provide your imgui version number.
-- Please state if you have made substantial modifications to your copy of imgui.
-- Try to be explicit with your Goals, your Expectations and what you have Tried. What you have in mind or in your code is not obvious to other people. People frequently discuss problems without first mentioning their goal.
-- If you are discussing an assert or a crash, please provide a debugger callstack. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
-- Please make sure that your compilation settings have asserts enabled. Calls to IM_ASSERT() are scattered in the code to help catch common issues. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application report an error, it means that your asserts are disabled. Please make sure they are enabled.
-- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of the example back-ends (imgui_impl_XXX files), or a modified one, or if you built your own.
-- Please provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
-- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
-- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.).
-
-**Some unfortunate words of warning**
-- If you are or were involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't post here. We won't answer and you will be blocked. We've had too many of you.
-- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions may be dismissed.
-
-If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information are useful in a given context.
-
-## How to create an Pull Request
-- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
-- When fixing a warning or compilation problem, please post the compiler log and specify the version and OS you are using.
-- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
-- Make sure your code follows the coding style already used in imgui (spaces instead of tabs, "local_variable", "FunctionName", "MemberName", etc.). We don't use modern C++ idioms and can compile without C++11.
-- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
-
-Thank you for reading!
diff --git a/.github/issue_template.md b/.github/issue_template.md
deleted file mode 100644
index e434a54..0000000
--- a/.github/issue_template.md
+++ /dev/null
@@ -1,35 +0,0 @@
-(Click "Preview" to turn any http URL into a clickable link)
-
-1. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS, please post on the "Getting Started" Discourse forum:
-https://discourse.dearimgui.org/c/getting-started
-
-2. You may use this Issue Tracker to ask for help and submit bug reports, feature requests or suggestions that don't fit in any category of (1). PLEASE CAREFULLY READ THE CONTRIBUTING DOCUMENT before submitting any issue: https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
-
-3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the CONTRIBUTING.md file linked above.
-
-4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
-
-----
-
-**Version/Branch of Dear ImGui:**
-
-XXX
-
-**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
-
-Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
-OS: XXX
-Compiler: XXX _(if the question is related to building)_
-
-**My Issue/Question:** _(please provide context)_
-
-XXX
-
-**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
-```
-ImGui::Begin("Example Bug");
-MoreCodeToExplainMyIssue();
-ImGui::End();
-```
-
-**Screenshots/Video** _(you can drag files here)_
diff --git a/.github/pull_request_template.md b/.github/pull_request_template.md
deleted file mode 100644
index 05c68ea..0000000
--- a/.github/pull_request_template.md
+++ /dev/null
@@ -1,8 +0,0 @@
-- Please read https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
-- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
-- When adding a feature, try to attach screenshots/gifs to clarify the context and demonstrate the feature at a glance.
-- When fixing a warning or compilation problem, post the compiler log and specify the version and OS you are using.
-- Make sure your code follows the coding style already used in the codebase (4 spaces identation, no tabs, `type* name`, `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment()`, etc.). We don't use modern C++ idioms, we don't use C++ style cast, we don't use C++ headers, and we can compile without a C++11 compatible compiler.
-- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR.
-
-(Clear this form before submitting your PR)
diff --git a/LICENSE.txt b/LICENSE.txt
index 21b6ee7..3b439aa 100644
--- a/LICENSE.txt
+++ b/LICENSE.txt
@@ -1,6 +1,6 @@
The MIT License (MIT)
-Copyright (c) 2014-2018 Omar Cornut
+Copyright (c) 2014-2019 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 0f861ad..99c2ee4 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -12,7 +12,7 @@
WHEN TO UPDATE?
- Keeping your copy of dear imgui updated once in a while is recommended.
-- It is generally safe to sync to the latest commit in master.
+- It is generally safe to sync to the latest commit in master.
The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE?
@@ -23,22 +23,186 @@
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff.
-- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
- Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
+- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
+ Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
- VERSION 1.67 (In Progress)
+ VERSION 1.69 (In Progress)
+-----------------------------------------------------------------------
+
+Other Changes:
+
+- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer.
+- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
+ style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
+ meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
+- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
+ is being swapped with an InputText that has yet to be activated.
+- InputText: Fixed various display corruption related to swapping the underlying buffer while
+ a input widget is active (both for writable and read-only paths). Often they would manifest
+ when manipulating the scrollbar of a multi-line input text.
+- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
+- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+ hard crashes any more, facilitating integration with scripting languages. (#1651)
+- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
+- Log/Capture: Fixed extraneous leading carriage return.
+- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
+- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
+ tree depth instead of a relative one.
+- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
+- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
+ even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
+- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
Breaking Changes:
+- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
+ If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
+
Other Changes:
+- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
+- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
+ This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
+ multi-viewport feature to behave on Retina display and with multiple displays.
+ If you are not using a custom binding, please update your render function code ahead of time,
+ and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
+- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
+ which are useful to implement variety of undo patterns. (#820, #956, #1875)
+- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
+- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
+- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
+ The way the redo/undo buffers work would have made it generally unnoticeable to the user.
+- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
+- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
+- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
+- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
+- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
+- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
+- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
+- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth)
+ from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
+- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
+- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
+- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
+- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very
+ small window, as well as reducing visual noise/overlap.
+- ListBox: Better optimized when clipped / non-visible.
+- InputTextMultiline: Better optimized when clipped / non-visible.
+- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to
+ calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls
+ not align the same as a single call, and create mismatch between high-level size calculation and those performed
+ with the lower-level ImDrawList api. (#792) [@SlNPacifist]
+- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
+- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
+ with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+- ImGuiTextBuffer: Added append() function (unformatted).
+- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
+- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
+- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
+- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
+- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
+- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0)
+ when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch,
+ this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut]
+ Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
+- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
+- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
+ in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
+- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
+- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
+- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
+- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
+- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
+- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.67 (Released 2019-01-14)
+-----------------------------------------------------------------------
+
+Breaking Changes:
+
+- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
+ side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
+- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
+ The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
+- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
+
+Other Changes:
+- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
+ - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
+ - Added ImGuiTabBarFlags flags for BeginTabBar().
+ - Added ImGuiTabItemFlags flags for BeginTabItem().
+ - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
+ - Demo: Added Layout->Tabs demo code.
+ - Demo: Added "Documents" example app showcasing possible use for tabs.
+ This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
+ (It does not provide the docking/splitting/merging of windows available in the Docking branch)
+- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience
+ to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
+- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus
+ the parent window of the popup instead of the newly clicked window.
+- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
+- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
+- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
+ it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
+- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
+ This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
+- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
+ in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
+- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
+- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
+- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
+ keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
+- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
+- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
+ to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
+ Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
+ Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
+ into e.g. an error log and stopping the script execution.
+- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
+- ImFontAtlas: FreeType: Fixed abnormally high atlas height.
+- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
+- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
+ (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
+- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
+- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
+ for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
+- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
+ which is the same as the title bar height.
+- Demo: "Simple Layout" and "Style Editor" are now using tabs.
+- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
+- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
+- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.66b (Released 2018-12-01)
+-----------------------------------------------------------------------
+
+Other Changes:
+
+- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
+ calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane]
- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
-- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
+- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
+- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
+- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
+- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
+- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current back-end can be displayed in the About window.
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
@@ -53,7 +217,7 @@
Other Changes:
-- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
+- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
accidental alteration of window position. We now round the provided size. (#2067)
- Fixed calling DestroyContext() always saving .ini data with the current context instead
of the supplied context pointer. (#2066)
@@ -62,7 +226,7 @@
- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window
and highlight has been previously disabled by the mouse. (#787)
-- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
+- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
@@ -81,9 +245,9 @@
to the provided string to uniquely identify the child window. This was undoing an intentional change
introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
- on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
-- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
-- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
+ on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
+- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
+- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
@@ -141,7 +305,7 @@
isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it,
then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
- search for the corresponding function in the new code and apply the chunks manually.
+ search for the corresponding function in the new code and apply the chunks manually.
- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
so a solution applicable on the Master branch can be found. If your company has changes that you cannot
disclose you may also contact me privately.
@@ -153,38 +317,45 @@
Breaking Changes:
-- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
+- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
+ Kept redirection enum (will obsolete).
- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
-- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
+- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to
+ enable the feature globally. (#1495)
The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
-- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency.
- Kept redirection types (will obsolete).
-- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
-- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
+- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData
+ for consistency. Kept redirection types (will obsolete).
+- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly).
+- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
-- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
+- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to
+ io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
-- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787)
+- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
+ Docking features. (#787)
- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
- While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
+ While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the
+ ImGuiWindow_NoNavFocus flag.
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
-- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
-- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
-- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets.
+- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
+ the lower-left corner. (#1495)
+- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
+- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool
+ returned by most widgets.
It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
-- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
+- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping,
- we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters,
+ we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters,
until a better solution is found.
-- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
related to the addition of IsItemDeactivated()). (#1875, #143)
- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip
@@ -197,11 +368,11 @@
- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
[*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66]
- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
-- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
+- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
-- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
+- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
@@ -220,15 +391,15 @@
- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
-- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
-- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
+- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
+- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
- Examples: OpenGL3: Added error output when shaders fail to compile/link.
- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
-- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
+- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -238,11 +409,14 @@
Breaking Changes:
-- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader().
- The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen.
- In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
+- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
+ The flag was already set by CollapsingHeader().
+ The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without
+ ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from
+ your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
-- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859)
+- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and
+ discourage using the full set. (#1859)
Other Changes:
@@ -255,44 +429,55 @@
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
- - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable.
- Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code,
- so you may study or grab one half of the code and not the other.
- - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
- back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
- easy update path to support multi-viewports later (for future ImGui 1.7x).
- - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
- expect to have to reshuffle a few things.
+ - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are
+ smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
+ between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
+ - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
+ from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to
+ maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later
+ (for future ImGui 1.7x).
+ - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
+ expect to have to reshuffle a few things.
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
-- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
- is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
+- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
+ is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
holding return on the same value). (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
-- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
-- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
-- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
-- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
+- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
+- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips,
+ and not clamped by viewport. (#1739)
+- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip
+ from the target site. (#143)
+- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX
+ instead of EndXXX, to not affect tooltips and child windows.
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
-- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
+- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted,
+ but text won't be corrupted).
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
-- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
-- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful
+ for icon fonts. (#1869)
+- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
+ characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
-- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
+- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
-- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
-- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+).
+- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
+- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end
+ (will be fixed in Allegro 5.2.5+).
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
-- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code.
+- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings,
+ a good occasion since we refactored the code.
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
-- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
-- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
+- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
+ some uses. (#1888)
+- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
+ with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
@@ -303,41 +488,56 @@
Breaking Changes:
-- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
- If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
- To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
- If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them.
-- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
- consistent with other functions. Kept redirection functions (will obsolete).
-- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values.
+- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
+ any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+ To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
+ giving time to users to upgrade their code.
+ If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your
+ codebase for e.g. "DragInt.*%f" to you find them.
+- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more
+ flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
+- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard
+ expectation and allows passing r-values.
Other Changes:
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
-- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.).
+- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus
+ displayed outside the safe area, etc.).
- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767)
- Window: Fixed the default proportional item width lagging by one frame on resize.
-- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
+- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating
+ feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
-- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993)
-- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993)
-- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804)
-- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
+- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory()
+ to manually load/save .ini settings. (#923, #993)
+- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory()
+ should be called. (#923, #993)
+- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height
+ has been growing would have the scroll clamped using the previous height. (#1804)
+- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that
+ don't display all pixels. (#1439) [@dougbinks]
- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
-- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision".
- This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
-- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this).
+- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional
+ "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values
+ in scientific notation, and is generally more consistent with other API.
+ Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
+- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing
+ in the same direction (keyboard/gamepad version already did this).
- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
-- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642)
-- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642)
+- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string,
+ which allows for finer uses of %e %g etc. (#648, #642)
+- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps.
+ Added an assert than power-curve requires a min/max range. (~#642)
- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
-- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers).
+- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced
+ the range of valid integers).
- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
@@ -388,7 +588,7 @@
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698)
- This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
+ This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day.
Other Changes:
@@ -402,7 +602,7 @@
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- To use Keyboard Navigation:
- - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+ - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
@@ -677,6 +877,7 @@
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
+- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
Other Changes:
@@ -1073,6 +1274,469 @@
- Various extra comments and clarification in the code.
- Various other fixes and optimizations.
+
+-----------------------------------------------------------------------
+ VERSION 1.47 (2015-12-25)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47
+
+Changes:
+
+- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21)
+- Added ProgressBar(). (#333)
+- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374)
+- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied.
+- Added ImGuiIO::ClearInputCharacters() superfluous helper.
+- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions
+ would occasionally restore an incorrect clipping rectangle.
+- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged.
+- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize,
+ and WindowPadding < DisplaySafeAreaPadding.
+- Fixed border rendering in various situations when using non-pixel aligned glyphs.
+- Fixed border rendering of windows to always contain the border within the window.
+- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
+- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
+- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
+- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
+- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out
+ multiple item with different height on same line. (#414, #282)
+- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list.
+- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439)
+- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380)
+- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394)
+- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125)
+- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125)
+- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125)
+- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify.
+- ImFontAtlas: Updated stb_rect_pack.h to 0.08.
+- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed.
+- Demo: Added a simple "Property Editor" demo applet. (#125, #414)
+- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393)
+- Demo: Lots of extra comments, fixes.
+- Demo: Tweaks to Style Editor.
+- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway).
+- Examples: Added /Zi (output debug information) to Win32 batch files.
+- Examples: Various fixes for resizing window and recreating graphic context.
+- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441).
+- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411)
+- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399)
+- Examples: DirectX10: Added DirectX10 example. (#424)
+- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420)
+- Examples: DirectX11: Removed Debug flag from graphics context. (#415)
+- Examples: Added SDL+OpenGL3 example. (#356)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.46 (2015-10-18)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46
+
+Changes:
+
+- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314)
+- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag.
+- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure.
+- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading
+ from the ImGuiIO structure (to match MemAlloc/MemFree)
+- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range.
+- Fixed mouse click detection when passing DeltaTime 0.0. (#338)
+- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
+- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377)
+- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316)
+- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211)
+- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size.
+- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334)
+- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339)
+- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling.
+- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360)
+- InputFloat() fixed explicit precision modifier, both display and input were broken.
+- PlotHistogram(): improved rendering of histogram with a lot of values.
+- Dummy(): creates an item so functions such as IsItemHovered() can be used.
+- BeginChildFrame() helper: added the extra_flags parameter.
+- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
+- Scrollbar: background color less translucent in default style so it works better when changing background color.
+- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
+- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
+- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled.
+- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1).
+- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327)
+- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348)
+- ImGuiTextFilter::Draw() helper return bool and build when filter is modified.
+- ImGuiTextBuffer: added c_str() helper.
+- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373)
+- ColorConvertFloat4ToU32() round the floats instead of truncating them.
+- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
+- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
+- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
+- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
+- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
+- Tools: binary_to_compressed_c.cpp: added -nocompress option.
+- Examples: Added example for the Marmalade platform.
+- Examples: Added batch files to build Windows examples with VS.
+- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347)
+- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.45 (2015-09-01)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45
+
+Breaking Changes:
+
+- With the addition of better horizontal scrolling primitives I had to make some consistency fixes.
+ `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()`
+ are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously.
+ It PROBABLY shouldn't break anything, but that depends on how you used them. Namely:
+ - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem.
+ However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix.
+ - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling.
+ Previously they were roughly interchangeable (roughly because the content region exclude window padding).
+
+Other Changes:
+
+- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246).
+- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246).
+- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which
+ define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived.
+- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled.
+- Added printf attribute to printf-like text formatting functions (Clang/GCC).
+- Added GetMousePosOnOpeningCurrentPopup() helper.
+- Added GetContentRegionAvailWidth() helper.
+- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307).
+- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311).
+- ImDrawList: Allow to override ImDrawIdx type (#292).
+- ImDrawList: Added an assert on overflowing index value (#292).
+- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
+- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
+- Fixed Bullet() inconsistent layout behaviour when clipped.
+- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
+- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
+- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
+- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282).
+- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282).
+- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child.
+- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned.
+- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default.
+- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
+- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags.
+- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
+- Demo: Fixed incorrectly formed string passed to Combo (#298).
+- Demo: Added simple Log demo.
+- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246).
+- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246)
+- Metrics: display indices along with triangles count (#299) and some internal state.
+- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer.
+- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values.
+- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness.
+- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly.
+- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299).
+- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler.
+- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11.
+- Examples: iOS: fixed missing files in project.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.44 (2015-08-08)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44
+
+Breaking Changes:
+
+- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h.
+ Add the two extra .cpp to your project or #include them from another .cpp file. (#219)
+
+Other Changes:
+
+- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier
+ and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
+ for forward-compatibility and code using those types/functions may occasionally break. (#219)
+- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
+ the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
+- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
+- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
+- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
+ before the right-most position of the contents region).
+- InputTextMultiline(): honor negative size consistently with other widgets that do so.
+- Combo() clamp popup to lower edge of visible area.
+- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer.
+- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format
+ string in InputInt* later).
+- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual.
+- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set.
+- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd.
+- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287)
+- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason.
+- ImDrawList: Added ImDrawList::AddText() shorthand helper.
+- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288)
+- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded
+ as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool.
+- Build fix for MinGW (#276).
+- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277).
+- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278)
+- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290).
+- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert
+ with odd fonts (#280)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.43 (2015-07-17)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43
+
+Breaking Changes:
+
+- This is a rather important release and we unfortunately had to break the rendering API.
+ ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy.
+ Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+ Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles
+ using indices from the index buffer.
+- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update
+ your copy and you can ignore the rest.
+- The signature of the io.RenderDrawListsFn handler has changed
+ From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+ To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data)
+ With: argument 'cmd_lists' -> 'draw_data->CmdLists'
+ argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
+ ImDrawList 'commands' -> 'CmdBuffer'
+ ImDrawList 'vtx_buffer' -> 'VtxBuffer'
+ ImDrawList n/a -> 'IdxBuffer' (new)
+ ImDrawCmd 'vtx_count' -> 'ElemCount'
+ ImDrawCmd 'clip_rect' -> 'ClipRect'
+ ImDrawCmd 'user_callback' -> 'UserCallback'
+ ImDrawCmd 'texture_id' -> 'TextureId'
+- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index
+ the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+ Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade!
+
+Other Changes:
+
+- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133).
+ Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged
+ enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41.
+ Made some extra effort in making the code run faster in your typical Debug build.
+- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains.
+- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing.
+- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke()
+ with optional anti-aliasing.
+- ImDrawList: Added AddRectFilledMultiColor() helper.
+- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged
+ back together (used by columns).
+- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands.
+- ImDrawList: Fixed window draw lists not destructed properly on Shutdown().
+- ImDrawData: Added DeIndexAllBuffers() helper.
+- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure.
+ - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH).
+ Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing.
+ - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242).
+ - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232).
+ - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220).
+- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization.
+- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag.
+- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag.
+- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification.
+- InputText: Fix for using END key on a multi-line text editor (#275)
+- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125)
+- Popups: Fixed Combo boxes inside menus. (#272)
+- Style: Added GrabRounding setting to make the sliders etc. grabs rounded.
+- Changed SameLine() parameters from int to float.
+- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere().
+- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the
+ right-side of the header.
+- Metrics window: calculate bounding box of actual vertices when hovering a draw list.
+- Examples: Showing more information in the Fonts section.
+- Examples: Added a gratuitous About window.
+- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering.
+- Examples: Fixed the SDL2 example to support Unicode text input (#274).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.42 (2015-07-08)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42
+
+Breaking Changes:
+
+- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete).
+- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent,
+ because positions (e.g. cursor position) are not equivalent to scrolling amount.
+- Removed obsolete GetDefaultFontData() function that would assert anyway.
+ If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11)
+
+Other Changes:
+
+- Added SDL2 example application (courtesy of @CedricGuillemet)
+- Added iOS example application (courtesy of @joeld42)
+- Added Allegro 5 example application (courtesy of @bggd)
+- Added TitleBgActive color in style so focused window is made visible. (#253)
+- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing.
+- Added DragFloatRange2() DragIntRange2() helpers. (#76)
+- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150)
+- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150).
+- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[].
+- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes.
+- MenuItem() can be activated on release. (#245)
+- Allowing NewFrame() with DeltaTime==0.0f to not assert.
+- Fixed IsMouseDragging(). (#260)
+- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is
+ a popup between mouse and the graph.
+- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders.
+- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257)
+- Fixed text baseline alignment of small button (no padding) after regular buttons.
+- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263)
+- Fixed warnings for more pedantic compiler settings (#258).
+- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize
+ lots of code. Yeah! (#262)
+- ImDrawList: store pointer to their owner name for easier auditing/debugging.
+- Examples: added scroll tracking example with SetScrollFromCursorPos().
+- Examples: metrics windows render clip rectangle when hovering over a draw call.
+- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up.
+- Added font links in extra_fonts/ + instructions for using compressed fonts in C array.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.41 (2015-06-26)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41
+
+Breaking Changes:
+
+- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent).
+ Only makes a difference when texture have transparency.
+- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size).
+ Size override should be used very rarely so hopefully it doesn't affect many people. Sorry!
+
+Other Changes:
+
+- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather
+ big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option
+ for validating with Return or Ctrl+Return (#200).
+- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking
+ outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked.
+- Added GetGlyphRangesCyrillic() helper (#237).
+- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
+- Added IsWindowHovered() helper.
+- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248)
+- Allow Set*WindowSize() calls to be used with popups.
+- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc.
+- Window: fixed scrolling with mouse wheel while window was collapsed.
+- Window: fixed mouse wheel scroll issues.
+- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable.
+- InputText(): lifted character count limit.
+- InputText(): fixes in case of using per-window font scaling.
+- Selectable(), MenuItem(): do not use frame rounding for hovering/selection.
+- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups.
+- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125).
+- Combo(): Fixed issue with activating a Combo() not taking active id (#241).
+- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used.
+- BeginChildFrame(): returns bool like BeginChild() for clipping.
+- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
+- ImFont: ignoring '\r'.
+- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent.
+- ImFont: additional rendering optimizations.
+- Metrics windows display storage size.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.40 (2015-05-31)
+-----------------------------------------------------------------------
+
+Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40
+
+Breaking Changes:
+
+- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus.
+ Use OpenPopup() to toggle the opened state and BeginPopup() to append.**
+- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used,
+ some code will possibly break if you didn't rely on the default parameter.
+ Use PushButtonRepeat()/PopButtonRepeat() to configure repeat.
+- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete)
+- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete).
+
+Other Changes:
+
+- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of
+ widgets in them (buttons, text inputs, sliders, etc.). (#126)
+- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state,
+ disabled mode. Menu items can be used in any window.
+- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar.
+ They will work inside a normal window but it will be a bit unusual.
+- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable).
+- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar.
+- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126).
+- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click.
+- Popups: Popups have borders by default (#197), attenuated border alpha in default theme.
+- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving
+ in corners. Tooltip always tries to stay away from mouse-cursor.
+- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*.
+- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures).
+- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click.
+- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate.
+- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button.
+- Removed the third 'repeat' parameter of Button().
+- Added IsAnyItemHovered() helper.
+- Added GetItemsLineHeightWithSpacing() helper.
+- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly.
+- Separator: within group start on group horizontal offset. (#205)
+- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206)
+- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214)
+- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed
+ unless you trapped exceptions).
+- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218)
+- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window.
+- Selectable: Handling text baseline alignment for line that aren't of text height.
+- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets.
+- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing,
+ should use the first line of the group, will implement in the future).
+- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors.
+- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false.
+- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled.
+- Plot: overlay label clipped within frame when not fitting.
+- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions.
+- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do).
+- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font.
+- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
+- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have
+ child overlapping items in parent window.
+- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name.
+ Allows a simple form of out-of-order appending.
+- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant.
+- Metrics: Added io.MetricsActiveWindows counter. (#213.
+- Metrics: Added io.MetricsAllocs counter (number of active memory allocations).
+- Metrics: ShowMetricsWindow() shows popups stack, allocations.
+- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
+- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+- Style: Added style.ScrollbarRounding. (#212)
+- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper.
+- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222)
+- ImVector: tweak growth strategy, matches vector from VS2010.
+- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224)
+- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224)
+- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly.
+- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses.
+- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207)
+- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed.
+- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window.
+- Examples: Added Menu-bar example.
+- Examples: Added Simple Layout example.
+- Examples: AutoResize demo doesn't use TextWrapped().
+- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example.
+- Examples: DirectX9/11: Fixed key mapping for down arrow.
+- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155)
+- Examples: DirectX11: explicitly set rasterizer state.
+- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229)
+- Fixed build with Visual Studio 2008 (possibly earlier versions as well).
+- Other fixes, comments, tweaks.
+
+
-----------------------------------------------------------------------
For older version, see https://github.com/ocornut/imgui/releases
diff --git a/docs/README.md b/docs/README.md
index bd71179..7e04118 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -1,23 +1,26 @@
-dear imgui,
+dear imgui
=====
[](https://travis-ci.org/ocornut/imgui)
[](https://scan.coverity.com/projects/4720)
-_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for technical support, custom development etc. Email: omarcornut at gmail)._
+_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
-Monthly donations via Patreon:
-<br>[](http://www.patreon.com/imgui)
+Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
+<br> [](http://www.patreon.com/imgui)
-One-off donations via PayPal:
-<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+Individuals/hobbyists: support continued maintenance and development via PayPal:
+<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
+
+Businesses: support continued maintenance and development via support contracts or sponsoring:
+<br> _E-mail: omarcornut at gmail dot com_
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
-Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
+Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
-See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/1902) pages to get an idea of its use cases.
+See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
@@ -73,7 +76,7 @@
// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
-
+
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
@@ -87,19 +90,19 @@
### How it works
-Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
+Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
-Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
+Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
-Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
+Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Demo Binaries
-------------
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 some Dear ImGui features, you can download Windows binaries of the demo app here:
-- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
+- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
@@ -123,8 +126,9 @@
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
-- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
-- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
+- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
+- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
+- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
@@ -141,12 +145,12 @@
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
-- ORX: [pr #1843](https://github.com/ocornut/imgui/pull/1843)
+- ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
-- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
+- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
-- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)
-- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
+- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
+- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
@@ -155,10 +159,10 @@
Roadmap
-------
Some of the goals for 2019 are:
-- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback)
-- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback)
+- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
+- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
-- Add an automation and testing system, both to test the library and end-user apps.
+- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
@@ -171,41 +175,25 @@
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
-<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
-<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
+<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
+<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward)
-Various tools
+Custom engine
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
+Custom engine
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
-
+Demo window
+
-[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
-
-Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
-Code:
-```cpp
-ImGuiIO& io = ImGui::GetIO();
-io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
-```
-```cpp
-ImGui::Text(u8"こんにちは!テスト %d", 123);
-if (ImGui::Button(u8"ロード"))
-{
- // do stuff
-}
-ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
-ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-```
-Result:
-<br>
-<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
+[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
+
References
----------
-The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
+The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
@@ -215,61 +203,57 @@
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
-Support Forums
---------------
+Support
+-------
-If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org.
+If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
-For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
+Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
+
+Private support is available for paying customers.
Frequently Asked Question (FAQ)
-------------------------------
**Where is the documentation?**
-- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
-- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
+- The documentation is at the top of imgui.cpp + effectively imgui.h.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
-- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
+- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
**Which version should I get?**
-I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
+I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
-You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly.
+You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Several projects are using this branch and it is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
-**Why the odd dual naming, "dear imgui" vs "ImGui"?**
+**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
-The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
+The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would taker off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library in ambiguous situations. Please try to refer to it as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
-<br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.**
+<br>**How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br>**How can I load a different font than the default?**
<br>**How can I easily use icons in my application?**
<br>**How can I load multiple fonts?**
-<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?**
+<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
+<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
+<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
<br>**How can I help?**
See the FAQ in imgui.cpp for answers.
-**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
-
-You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
-
-You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
-
-For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
-
**Can you create elaborate/serious tools with Dear ImGui?**
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
@@ -286,45 +270,54 @@
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
-There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
+There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
Support dear imgui
------------------
+**How can I help?**
+
+- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
+- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
+- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
+- Have your company financially support this project.
+
**How can I help financing further development of Dear ImGui?**
-Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
+Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
-Monthly donations via Patreon:
-<br>[](http://www.patreon.com/imgui)
+Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
+<br> [](http://www.patreon.com/imgui)
-One-off donations via PayPal:
-<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+Individuals/hobbyists: support continued maintenance and development via PayPal:
+<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
-Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
-If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks!
+Businesses: support continued maintenance and development via support contracts or sponsoring:
+<br> _E-mail: omarcornut at gmail dot com_
+
+Ongoing dear imgui development is financially supported by users and private sponsors, recently:
**Platinum-chocolate sponsors**
-- Blizzard Entertainment.
+- **Blizzard Entertainment**.
**Double-chocolate sponsors**
-- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner.
+- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
**Salty caramel supporters**
-- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
+- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants.
**Caramel supporters**
-- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa.
+- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin.
-And all other supporters; THANK YOU!
+And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
-I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
+I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
@@ -335,4 +328,4 @@
License
-------
-Dear ImGui is licensed under the MIT License, see LICENSE for more information.
+Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
diff --git a/docs/TODO.txt b/docs/TODO.txt
index 2b76024..d0fa975 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -8,16 +8,12 @@
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- - project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: background options for child windows, border option (disable rounding).
- - window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822)
- - window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
- - window: fix resize glitch when collapsing an AlwaysAutoResize window.
- window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
@@ -28,8 +24,11 @@
- window: expose contents size. (#1045)
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- window: investigate better auto-positioning for new windows.
+ - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
+ - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
+ - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
+ - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
@@ -39,7 +38,7 @@
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- - drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
+ - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
@@ -61,7 +60,7 @@
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
- - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
+ - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
@@ -73,7 +72,11 @@
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- - input text: what's the easiest way to implement a nice IP/Mac address input editor?
+ - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
+ - input text: global callback system so user can plug in an expression evaluator easily.
+ - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
+ - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
+ - input text: a way for the user to provide syntax coloring.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
- input text multi-line: line numbers? status bar? (follow up on #200)
@@ -93,19 +96,19 @@
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option. (~#1496)
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
-
+
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- - columns: headers. reorderable. (#513, #125)
+ - columns: headers. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- - columns: option to alternate background colors on odd/even scanlines.
- - columns: allow columns to recurse.
- - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
+ - columns: option to alternate background colors on odd/even scanlines.
+ - columns: allow columns to recurse.
+ - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
-!- color: the color conversion helpers/types are a mess and needs sorting out.
+!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
@@ -122,15 +125,16 @@
- clipper: ability to run without knowing full count in advance.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
-
- - dock: docking extension
+
+ - dock: merge docking branch (#2109)
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- - tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
+ - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
+ - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
- - button: provide a button that looks framed.
+ - button: provide a button that looks framed. (?)
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id is odd.
@@ -142,7 +146,9 @@
- slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
+ - drag float: power/logarithmic slider and drags are weird. (#1316)
- drag float: up/down axis
+ - drag float: power != 0.0f with current value being outside the the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper: make it easier to disable clipper with a single flag.
@@ -156,6 +162,7 @@
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
+ - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
@@ -168,8 +175,8 @@
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
-
+ - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
+
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
@@ -177,7 +184,7 @@
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
+ - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
@@ -198,7 +205,7 @@
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
-!- style: better default styles. (#707)
+ - style: better default styles. (#707)
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@@ -210,15 +217,17 @@
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- - 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)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
-
+ - log: obsolete LogButtons() all together.
+ - log: LogButtons() options for specifying depth and/or hiding depth slider
+
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
+ - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
@@ -231,16 +240,16 @@
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
-!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
- - font: MergeMode: flags to select overwriting or not.
- - font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
+ - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
+ - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
+ - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
+ - font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
@@ -248,13 +257,16 @@
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
- - font: imgui_freetype.h alternative renderer (#618)
- - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
+ - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before font has been built.
- - font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
+ - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.)
+ - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
+ - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
+ - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
+ - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
@@ -266,8 +278,10 @@
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- - nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- - nav: menus: allow pressing Menu to leave a sub-menu.
+ - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
+ - nav/menus: allow pressing Menu to leave a sub-menu.
+ - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
+ - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
@@ -285,13 +299,12 @@
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- - misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
+ - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
+ - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- - misc: ImVector: erase_unsorted() helper
- - misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
@@ -302,7 +315,7 @@
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- - demo: demonstration Plot offset
+ - demo: demonstrate Plot offset
- examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
@@ -310,6 +323,7 @@
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- 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.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
+ - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- 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
diff --git a/docs/issue_template.md b/docs/issue_template.md
new file mode 100644
index 0000000..73330b2
--- /dev/null
+++ b/docs/issue_template.md
@@ -0,0 +1,42 @@
+(Click "Preview" to turn any http URL into a clickable link)
+
+1. PLEASE CAREFULLY READ:
+https://github.com/ocornut/imgui/issues/2261
+
+2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS, please post on the "Getting Started" Discourse forum:
+https://discourse.dearimgui.org/c/getting-started
+
+3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
+
+4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
+
+----
+
+_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
+
+**Version/Branch of Dear ImGui:**
+
+Version: XXX
+Branch: XXX _(master/viewport/docking/etc.)_
+
+**Back-end/Renderer/Compiler/OS**
+
+Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
+Compiler: XXX _(if the question is related to building or platform specific features)_
+Operating System: XXX
+
+**My Issue/Question:**
+
+XXX _(please provide as much context as possible)_
+
+**Screenshots/Video**
+
+XXX _(you can drag files here)_
+
+**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
+```
+// Please do not forget this!
+ImGui::Begin("Example Bug");
+MoreCodeToExplainMyIssue();
+ImGui::End();
+```
diff --git a/docs/pull_request_template.md b/docs/pull_request_template.md
new file mode 100644
index 0000000..533027c
--- /dev/null
+++ b/docs/pull_request_template.md
@@ -0,0 +1,6 @@
+(Click "Preview" to turn any http URL into a clickable link)
+
+PLEASE CAREFULLY READ:
+https://github.com/ocornut/imgui/issues/2261
+
+(Clear this template before submitting your PR)
diff --git a/examples/README.txt b/examples/README.txt
index 1ee9149..017af6e 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -25,7 +25,7 @@
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
-You can find binaries of some of those example applications at:
+You can find binaries of some of those example applications at:
http://www.miracleworld.net/imgui/binaries
@@ -35,7 +35,7 @@
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
-
+
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
@@ -43,13 +43,13 @@
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
- and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
- You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
+ and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
+ You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
- cursor only when an interactive drag is in progress.
+ cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
- If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
+ If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.
@@ -71,17 +71,17 @@
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
- - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
+ - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
- first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
+ first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
- Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
+ Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
- Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
- Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
- using your own functions, etc.
+ Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
+ Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
+ using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
@@ -89,10 +89,10 @@
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.
- - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
- seamlessly detached from the main application window. This is achieved using an extra layer to the
+ - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
+ seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows imgui to communicate platform-specific requests.
- If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
+ If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
@@ -125,7 +125,7 @@
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
- Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
+ Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
@@ -135,12 +135,12 @@
---------------------------------------
Building:
- Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
- libraries (the kind we're using here to create a window and render 3D triangles) without relying on
+ Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
+ libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- - A .sln project file for Visual Studio 2010+
+ - A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
@@ -150,7 +150,7 @@
example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
-
+
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
@@ -158,64 +158,64 @@
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
-
+
example_win32_directx12/
DirectX12 example, Windows only.
- This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+ This is quite long and tedious, because: DirectX12.
example_apple_metal/
OSX & iOS + Metal.
+ = main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
- = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
example_apple_opengl2/
OSX + OpenGL2.
- (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
example_glfw_opengl2/
+ GLFW + OpenGL2 example (legacy, fixed pipeline).
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
- GLFW + OpenGL2 example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
- = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
example_glfw_opengl3/
- GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
- This uses more modern OpenGL calls and custom shaders.
- Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+ GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
-
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
- This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+ This is quite long and tedious, because: Vulkan.
example_sdl_opengl2/
+ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
- SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
- state, and might confuse your GPU driver. One star, not recommended.
- = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
+ state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
- This uses more modern OpenGL calls and custom shaders.
- Prefer using that if you are using modern OpenGL in your application (anything with shaders).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
- This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+ This is quite long and tedious, because: Vulkan.
example_allegro5/
Allegro 5 example.
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index a1fdd82..59e1937 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -28,16 +28,16 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- // Setup Platform/Renderer bindings
- ImGui_ImplAllegro5_Init(display);
-
- // Setup Style
+ // Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
+ // Setup Platform/Renderer bindings
+ ImGui_ImplAllegro5_Init(display);
+
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -67,7 +67,7 @@
while (al_get_next_event(queue, &ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
- if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
@@ -96,7 +96,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
diff --git a/examples/example_apple_metal/Shared/AppDelegate.h b/examples/example_apple_metal/Shared/AppDelegate.h
index c4632b1..94878d9 100644
--- a/examples/example_apple_metal/Shared/AppDelegate.h
+++ b/examples/example_apple_metal/Shared/AppDelegate.h
@@ -1,4 +1,3 @@
-
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
diff --git a/examples/example_apple_metal/Shared/AppDelegate.m b/examples/example_apple_metal/Shared/AppDelegate.m
index eabb44c..6947eb2 100644
--- a/examples/example_apple_metal/Shared/AppDelegate.m
+++ b/examples/example_apple_metal/Shared/AppDelegate.m
@@ -1,4 +1,3 @@
-
#import "AppDelegate.h"
@implementation AppDelegate
diff --git a/examples/example_apple_metal/Shared/Renderer.h b/examples/example_apple_metal/Shared/Renderer.h
index f324915..81fc6f5 100644
--- a/examples/example_apple_metal/Shared/Renderer.h
+++ b/examples/example_apple_metal/Shared/Renderer.h
@@ -1,4 +1,3 @@
-
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>
diff --git a/examples/example_apple_metal/Shared/Renderer.mm b/examples/example_apple_metal/Shared/Renderer.mm
index 95218ea..efc3332 100644
--- a/examples/example_apple_metal/Shared/Renderer.mm
+++ b/examples/example_apple_metal/Shared/Renderer.mm
@@ -1,4 +1,3 @@
-
#import "Renderer.h"
#import <Metal/Metal.h>
@@ -26,11 +25,9 @@
IMGUI_CHECKVERSION();
ImGui::CreateContext();
- (void)ImGui::GetIO();
-
- ImGui_ImplMetal_Init(_device);
-
ImGui::StyleColorsDark();
+
+ ImGui_ImplMetal_Init(_device);
}
return self;
@@ -52,7 +49,7 @@
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
-
+
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
@@ -89,7 +86,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -115,13 +112,13 @@
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
-
+
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
-
+
[commandBuffer commit];
}
diff --git a/examples/example_apple_metal/Shared/ViewController.h b/examples/example_apple_metal/Shared/ViewController.h
index a8aade1..137f93e 100644
--- a/examples/example_apple_metal/Shared/ViewController.h
+++ b/examples/example_apple_metal/Shared/ViewController.h
@@ -1,4 +1,3 @@
-
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"
diff --git a/examples/example_apple_metal/Shared/ViewController.mm b/examples/example_apple_metal/Shared/ViewController.mm
index 427c092..73040ad 100644
--- a/examples/example_apple_metal/Shared/ViewController.mm
+++ b/examples/example_apple_metal/Shared/ViewController.mm
@@ -1,4 +1,3 @@
-
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
@@ -21,9 +20,9 @@
- (void)viewDidLoad
{
[super viewDidLoad];
-
+
self.mtkView.device = MTLCreateSystemDefaultDevice();
-
+
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
@@ -42,7 +41,7 @@
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
-
+
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
@@ -56,9 +55,9 @@
} else {
return event;
}
-
+
}];
-
+
ImGui_ImplOSX_Init();
#endif
}
@@ -97,7 +96,7 @@
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
-
+
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
diff --git a/examples/example_apple_metal/Shared/main.m b/examples/example_apple_metal/Shared/main.m
index cd8468a..15938a9 100644
--- a/examples/example_apple_metal/Shared/main.m
+++ b/examples/example_apple_metal/Shared/main.m
@@ -1,4 +1,3 @@
-
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
diff --git a/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
index 71eca96..f1c1049 100644
--- a/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
+++ b/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -231,14 +231,16 @@
TargetAttributes = {
8307E7C320E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
+ ProvisioningStyle = Automatic;
};
8307E7D920E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
+ ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 8307E7B920E9F9C700473790 /* Build configuration list for PBXProject "example_apple_metal" */;
- compatibilityVersion = "Xcode 9.3";
+ compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@@ -444,10 +446,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
- LD_RUNPATH_SEARCH_PATHS = (
- "$(inherited)",
- "@executable_path/Frameworks",
- );
+ LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@@ -463,10 +462,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
- LD_RUNPATH_SEARCH_PATHS = (
- "$(inherited)",
- "@executable_path/Frameworks",
- );
+ LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@@ -483,11 +479,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
- LD_RUNPATH_SEARCH_PATHS = (
- "$(inherited)",
- "@executable_path/../Frameworks",
- );
- MACOSX_DEPLOYMENT_TARGET = 10.13;
+ LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
@@ -502,11 +495,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
- LD_RUNPATH_SEARCH_PATHS = (
- "$(inherited)",
- "@executable_path/../Frameworks",
- );
- MACOSX_DEPLOYMENT_TARGET = 10.13;
+ LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
index 514c680..2050410 100644
--- a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
+++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -135,11 +135,12 @@
TargetAttributes = {
4080A96A20B029B00036BA46 = {
CreatedOnToolsVersion = 9.3.1;
+ ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */;
- compatibilityVersion = "Xcode 9.3";
+ compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@@ -286,6 +287,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
@@ -296,6 +298,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm
index 1b79ca6..2c4622f 100644
--- a/examples/example_apple_opengl2/main.mm
+++ b/examples/example_apple_opengl2/main.mm
@@ -9,7 +9,7 @@
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
-//-----------------------------------------------------------------------------------
+//-----------------------------------------------------------------------------------
// ImGuiExampleView
//-----------------------------------------------------------------------------------
@@ -29,7 +29,7 @@
-(void)prepareOpenGL
{
[super prepareOpenGL];
-
+
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
@@ -65,7 +65,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -91,18 +91,18 @@
ImGui::Render();
[[self openGLContext] makeCurrentContext];
- ImGuiIO& io = ImGui::GetIO();
- GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
- ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Present
[[self openGLContext] flushBuffer];
-
+
if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
@@ -174,14 +174,14 @@
{
if (_window != nil)
return (_window);
-
+
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
-
+
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
-
+
return (_window);
}
@@ -194,12 +194,12 @@
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
-
+
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
-
+
[mainMenuBar addItem:menuItem];
-
+
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
@@ -217,14 +217,14 @@
// Menu
[self setupMenu];
-
+
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32,
0
};
-
+
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil;
@@ -233,7 +233,7 @@
[view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view];
-
+
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
@@ -243,14 +243,14 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp
index 6ebf324..26d548e 100644
--- a/examples/example_freeglut_opengl2/main.cpp
+++ b/examples/example_freeglut_opengl2/main.cpp
@@ -32,7 +32,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -82,7 +82,7 @@
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv)
-{
+{
// Create GLUT window
glutInit(&argc, argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
@@ -91,7 +91,7 @@
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
// Setup GLUT display function
- // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
+ // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
@@ -100,18 +100,18 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
diff --git a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
index 73c7ba9..7f6c2cb 100644
--- a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
+++ b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -85,11 +85,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp
index 7074b5d..0846371 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -10,10 +10,13 @@
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
+#ifdef __APPLE__
+#define GL_SILENCE_DEPRECATION
+#endif
#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
-// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
@@ -43,17 +46,17 @@
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -100,7 +103,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -129,8 +132,14 @@
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore current shader using the commented lines below.
+ //GLint last_program;
+ //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ //glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ //glUseProgram(last_program);
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
diff --git a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
index 172a34d..b80ca54 100644
--- a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
+++ b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
@@ -85,11 +85,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp
index cf939c1..9888ec5 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -7,7 +7,7 @@
#include "imgui_impl_opengl3.h"
#include <stdio.h>
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@@ -21,10 +21,10 @@
#endif
// Include glfw3.h after our OpenGL definitions
-#include <GLFW/glfw3.h>
+#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
-// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
@@ -89,14 +89,14 @@
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
diff --git a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
index b0305e8..53e09a8 100644
--- a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
+++ b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
@@ -85,11 +85,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -99,11 +99,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@@ -115,14 +115,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@@ -135,14 +135,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp
index 1801600..fa098af 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -12,7 +12,7 @@
#include <vulkan/vulkan.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
-// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
@@ -357,6 +357,10 @@
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
@@ -371,13 +375,9 @@
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -459,7 +459,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
diff --git a/examples/example_marmalade/main.cpp b/examples/example_marmalade/main.cpp
index c29164c..e844a4c 100644
--- a/examples/example_marmalade/main.cpp
+++ b/examples/example_marmalade/main.cpp
@@ -22,16 +22,16 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- // Setup Platform/Renderer bindings
- ImGui_Marmalade_Init(true);
-
- // Setup Style
+ // Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
+ // Setup Platform/Renderer bindings
+ ImGui_Marmalade_Init(true);
+
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -81,7 +81,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
index fa6b8d3..bcc9de9 100644
--- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
+++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
@@ -85,7 +85,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -99,7 +99,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp
index 54351f1..029acef 100644
--- a/examples/example_sdl_opengl2/main.cpp
+++ b/examples/example_sdl_opengl2/main.cpp
@@ -30,7 +30,8 @@
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, ¤t);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
@@ -40,17 +41,17 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -104,7 +105,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
index 9fda189..2bc265b 100644
--- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
+++ b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
@@ -85,7 +85,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -99,7 +99,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp
index dc31a6e..246449a 100644
--- a/examples/example_sdl_opengl3/main.cpp
+++ b/examples/example_sdl_opengl3/main.cpp
@@ -9,7 +9,7 @@
#include <stdio.h>
#include <SDL.h>
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@@ -54,7 +54,8 @@
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, ¤t);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
@@ -80,17 +81,17 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -146,7 +147,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp
index f7dedc8..c520575 100644
--- a/examples/example_sdl_vulkan/main.cpp
+++ b/examples/example_sdl_vulkan/main.cpp
@@ -308,7 +308,8 @@
// Setup window
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, ¤t);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
// Setup Vulkan
uint32_t extensions_count = 0;
@@ -338,6 +339,10 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
@@ -352,13 +357,9 @@
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -420,7 +421,7 @@
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
}
@@ -444,7 +445,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -470,7 +471,7 @@
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
-
+
FramePresent(wd);
}
diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp
index 4ea355b..344af23 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -96,13 +96,13 @@
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
- HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+ HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@@ -116,17 +116,17 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -180,7 +180,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -218,7 +218,7 @@
CleanupDeviceD3D();
DestroyWindow(hwnd);
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp
index e58a338..7cfa0ab 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -99,13 +99,13 @@
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
- HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+ HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@@ -119,17 +119,17 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -184,7 +184,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -222,7 +222,7 @@
CleanupDeviceD3D();
DestroyWindow(hwnd);
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
diff --git a/examples/example_win32_directx12/example_win32_directx12.vcxproj b/examples/example_win32_directx12/example_win32_directx12.vcxproj
index 38c8335..dabd6d8 100644
--- a/examples/example_win32_directx12/example_win32_directx12.vcxproj
+++ b/examples/example_win32_directx12/example_win32_directx12.vcxproj
@@ -21,7 +21,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>example_win32_directx12</RootNamespace>
- <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
+ <WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp
index 3379b2f..c650d19 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -164,7 +164,7 @@
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
@@ -272,13 +272,13 @@
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
- HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+ HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@@ -292,20 +292,20 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- // Setup Platform/Renderer bindings
- ImGui_ImplWin32_Init(hwnd);
- ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
- DXGI_FORMAT_R8G8B8A8_UNORM,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
-
- // Setup Style
+ // Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
+ // Setup Platform/Renderer bindings
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+ g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -359,7 +359,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -424,7 +424,7 @@
CleanupDeviceD3D();
DestroyWindow(hwnd);
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
diff --git a/examples/example_win32_directx9/example_win32_directx9.vcxproj b/examples/example_win32_directx9/example_win32_directx9.vcxproj
index 08f21c8..b1c40c2 100644
--- a/examples/example_win32_directx9/example_win32_directx9.vcxproj
+++ b/examples/example_win32_directx9/example_win32_directx9.vcxproj
@@ -85,7 +85,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@@ -98,7 +98,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@@ -116,7 +116,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@@ -134,7 +134,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp
index 27944e0..11ef1ba 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -49,13 +49,13 @@
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
- HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+ HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
@@ -71,7 +71,7 @@
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
pD3D->Release();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
@@ -81,17 +81,17 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
- // Setup Style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
// Load Fonts
- // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@@ -147,7 +147,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@@ -200,7 +200,7 @@
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp
index a85ed91..ffd59d7 100644
--- a/examples/imgui_impl_allegro5.cpp
+++ b/examples/imgui_impl_allegro5.cpp
@@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-11-30: Platform: Added touchscreen support.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
@@ -122,8 +123,9 @@
indices = (const int*)cmd_list->IdxBuffer.Data;
}
+ // Render command lists
int idx_offset = 0;
- ImVec2 pos = draw_data->DisplayPos;
+ ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@@ -134,7 +136,7 @@
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
- al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
+ al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
@@ -232,6 +234,7 @@
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
@@ -266,7 +269,6 @@
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
-
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#if ALLEGRO_HAS_CLIPBOARD
@@ -281,9 +283,14 @@
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
- g_Display = NULL;
- // Destroy last known clipboard data
+ g_Display = NULL;
+ g_Time = 0.0;
+
+ if (g_VertexDecl)
+ al_destroy_vertex_decl(g_VertexDecl);
+ g_VertexDecl = NULL;
+
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;
diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp
index f8fdef8..ac39434 100644
--- a/examples/imgui_impl_dx10.cpp
+++ b/examples/imgui_impl_dx10.cpp
@@ -8,8 +8,10 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-// CHANGELOG
+// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -26,6 +28,9 @@
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
// DirectX data
static ID3D10Device* g_pd3dDevice = NULL;
@@ -194,7 +199,7 @@
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
- ImVec2 pos = draw_data->DisplayPos;
+ ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -209,7 +214,7 @@
else
{
// Apply scissor/clipping rectangle
- const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
+ const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
@@ -306,9 +311,9 @@
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX10 sample code but remove this dependency you can:
+ // If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@@ -348,7 +353,7 @@
return false;
// Create the input layout
- D3D10_INPUT_ELEMENT_DESC local_layout[] =
+ D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
@@ -463,6 +468,9 @@
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_dx10";
+
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp
index 052f484..a686d6b 100644
--- a/examples/imgui_impl_dx11.cpp
+++ b/examples/imgui_impl_dx11.cpp
@@ -10,6 +10,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
@@ -25,6 +27,9 @@
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
// DirectX data
static ID3D11Device* g_pd3dDevice = NULL;
@@ -105,7 +110,7 @@
ctx->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@@ -199,7 +204,7 @@
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
- ImVec2 pos = draw_data->DisplayPos;
+ ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -214,7 +219,7 @@
else
{
// Apply scissor/clipping rectangle
- const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
@@ -313,9 +318,9 @@
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX11 sample code but remove this dependency you can:
+ // If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@@ -355,7 +360,7 @@
return false;
// Create the input layout
- D3D11_INPUT_ELEMENT_DESC local_layout[] =
+ D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
@@ -470,6 +475,9 @@
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_dx11";
+
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
index a59939e..f9e1884 100644
--- a/examples/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -12,6 +12,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
@@ -24,6 +26,9 @@
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
// DirectX data
static ID3D12Device* g_pd3dDevice = NULL;
@@ -139,7 +144,7 @@
g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
@@ -194,7 +199,7 @@
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
- ImVec2 pos = draw_data->DisplayPos;
+ ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -207,7 +212,7 @@
}
else
{
- const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
@@ -432,9 +437,9 @@
}
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
+ // If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
@@ -586,6 +591,9 @@
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_dx12";
+
g_pd3dDevice = device;
g_RTVFormat = rtv_format;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h
index 7ead88e..e5b9dc4 100644
--- a/examples/imgui_impl_dx12.h
+++ b/examples/imgui_impl_dx12.h
@@ -19,7 +19,7 @@
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists.
-// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp
index 4aa139d..c0b9c74 100644
--- a/examples/imgui_impl_dx9.cpp
+++ b/examples/imgui_impl_dx9.cpp
@@ -8,8 +8,10 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-// CHANGELOG
+// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
@@ -130,6 +132,7 @@
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+ g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
@@ -147,14 +150,14 @@
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
- D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
+ D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
- {
+ { { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
- (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
- };
+ (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
+ } } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
@@ -163,7 +166,7 @@
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
- ImVec2 pos = draw_data->DisplayPos;
+ ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -176,7 +179,7 @@
}
else
{
- const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);
@@ -199,6 +202,9 @@
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_dx9";
+
g_pd3dDevice = device;
return true;
}
diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp
index 4058876..42d5641 100644
--- a/examples/imgui_impl_freeglut.cpp
+++ b/examples/imgui_impl_freeglut.cpp
@@ -11,6 +11,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-03-22: Added FreeGLUT Platform binding.
#include "imgui.h"
@@ -26,6 +27,8 @@
bool ImGui_ImplFreeGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName ="imgui_impl_freeglut";
+
g_Time = 0;
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
@@ -100,7 +103,7 @@
if (c >= 32)
io.AddInputCharacter((unsigned short)c);
- // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
+ // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp
index a4bcc31..d5c0b13 100644
--- a/examples/imgui_impl_glfw.cpp
+++ b/examples/imgui_impl_glfw.cpp
@@ -1,6 +1,7 @@
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
@@ -14,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -95,7 +97,7 @@
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
- if (g_PrevUserCallbackKey != NULL)
+ if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
@@ -130,6 +132,7 @@
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
@@ -169,7 +172,7 @@
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
-
+
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
@@ -262,12 +265,49 @@
}
}
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ if (axes_count > 0 && buttons_count > 0)
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+}
+
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
- // Setup display size
+ // Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
@@ -283,37 +323,6 @@
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
- // Gamepad navigation mapping [BETA]
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
- {
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
- #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- if (axes_count > 0 && buttons_count > 0)
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- }
+ // Gamepad navigation mapping
+ ImGui_ImplGlfw_UpdateGamepads();
}
diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp
index d3aa698..f1eaa99 100644
--- a/examples/imgui_impl_marmalade.cpp
+++ b/examples/imgui_impl_marmalade.cpp
@@ -3,6 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Missing features:
+// [ ] Renderer: Clipping rectangles are not honored.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -10,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@@ -37,12 +40,8 @@
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
- // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
- ImGuiIO& io = ImGui::GetIO();
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
-
// Render command lists
- for(int n = 0; n < draw_data->CmdListsCount; n++)
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
@@ -51,9 +50,9 @@
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
- for( int i=0; i < nVert; i++ )
+ for (int i = 0; i < nVert; i++)
{
- // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
+ // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
@@ -75,6 +74,7 @@
}
else
{
+ // FIXME: Not honoring ClipRect fields.
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
@@ -214,6 +214,8 @@
bool ImGui_Marmalade_Init(bool install_callbacks)
{
ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
+
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm
index fc6254c..a1ed7d7 100644
--- a/examples/imgui_impl_metal.mm
+++ b/examples/imgui_impl_metal.mm
@@ -10,13 +10,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#include "imgui_impl_metal.h"
#import <Metal/Metal.h>
-#import <QuartzCore/CAMetalLayer.h>
+// #import <QuartzCore/CAMetalLayer.h> // Not suported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes
@@ -65,11 +67,14 @@
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_metal";
+
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init];
});
-
+
ImGui_ImplMetal_CreateDeviceObjects(device);
return true;
@@ -96,7 +101,7 @@
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{
[g_sharedMetalContext makeFontTextureWithDevice:device];
-
+
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
@@ -128,9 +133,9 @@
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
-- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
- if ((self = [super init]))
+ if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970;
@@ -142,9 +147,9 @@
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
-- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{
- if ((self = [super init]))
+ if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
@@ -154,7 +159,7 @@
return self;
}
-- (nonnull id)copyWithZone:(nullable NSZone *)zone
+- (nonnull id)copyWithZone:(nullable NSZone *)zone
{
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
@@ -164,7 +169,7 @@
return copy;
}
-- (NSUInteger)hash
+- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
@@ -174,7 +179,7 @@
return hash;
}
-- (BOOL)isEqual:(id)object
+- (BOOL)isEqual:(id)object
{
FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
@@ -191,7 +196,7 @@
@implementation MetalContext
- (instancetype)init {
- if ((self = [super init]))
+ if ((self = [super init]))
{
_renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array];
@@ -200,7 +205,7 @@
return self;
}
-- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
+- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
@@ -212,7 +217,7 @@
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
-- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
+- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
@@ -233,17 +238,17 @@
self.fontTexture = texture;
}
-- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
+- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
-
+
// Purge old buffers that haven't been useful for a while
- if (now - self.lastBufferCachePurge > 1.0)
+ if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray *survivors = [NSMutableArray array];
- for (MetalBuffer *candidate in self.bufferCache)
+ for (MetalBuffer *candidate in self.bufferCache)
{
- if (candidate.lastReuseTime > self.lastBufferCachePurge)
+ if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate];
}
@@ -251,51 +256,51 @@
self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now;
}
-
+
// See if we have a buffer we can reuse
MetalBuffer *bestCandidate = nil;
- for (MetalBuffer *candidate in self.bufferCache)
+ for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
-
- if (bestCandidate != nil)
+
+ if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
-
+
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
-- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
+- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{
[self.bufferCache addObject:buffer];
}
-- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
+- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
-
- if (renderPipelineState == nil)
+
+ if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
}
-
+
return renderPipelineState;
}
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{
NSError *error = nil;
-
+
NSString *shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
@@ -331,23 +336,23 @@
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";
-
+
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
- if (library == nil)
+ if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
-
+
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
-
- if (vertexFunction == nil || fragmentFunction == nil)
+
+ if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
-
+
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
@@ -361,7 +366,7 @@
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
-
+
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
@@ -377,17 +382,17 @@
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
-
+
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
- if (error != nil)
+ if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
-
+
return renderPipelineState;
}
-- (void)emptyRenderPipelineStateCache
+- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
@@ -397,27 +402,25 @@
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO &io = ImGui::GetIO();
- int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
+ int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
+ int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
- drawData->ScaleClipRects(io.DisplayFramebufferScale);
-
+
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
-
+
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
- MTLViewport viewport =
- {
+ MTLViewport viewport =
+ {
.originX = 0.0,
.originY = 0.0,
.width = double(fb_width),
.height = double(fb_height),
.znear = 0.0,
- .zfar = 1.0
+ .zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
@@ -433,39 +436,36 @@
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
-
+
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
-
- size_t vertexBufferLength = 0;
- size_t indexBufferLength = 0;
- for (int n = 0; n < drawData->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = drawData->CmdLists[n];
- vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
- }
-
- MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
- MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
-
+
+ size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
+ size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
+ MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
+ MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
+
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
[commandEncoder setRenderPipelineState:renderPipelineState];
-
+
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
-
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
- ImVec2 pos = drawData->DisplayPos;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0;
-
+
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
-
+
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
-
+
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@@ -476,17 +476,26 @@
}
else
{
- ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec4 clip_rect;
+ clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
+ clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
+ clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
+ clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
- MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
+ MTLScissorRect scissorRect =
+ {
+ .x = NSUInteger(clip_rect.x),
.y = NSUInteger(clip_rect.y),
.width = NSUInteger(clip_rect.z - clip_rect.x),
- .height = NSUInteger(clip_rect.w - clip_rect.y) };
+ .height = NSUInteger(clip_rect.w - clip_rect.y)
+ };
[commandEncoder setScissorRect:scissorRect];
-
-
+
+
// Bind texture, Draw
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
@@ -499,13 +508,13 @@
}
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
-
+
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
-
+
__weak id weakSelf = self;
- [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
+ [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];
diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp
index 5acf12f..5acccc0 100644
--- a/examples/imgui_impl_opengl2.cpp
+++ b/examples/imgui_impl_opengl2.cpp
@@ -13,11 +13,13 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-// confuse your GPU driver.
+// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
-// CHANGELOG
+// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -42,6 +44,7 @@
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
+#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
@@ -53,6 +56,8 @@
// Functions
bool ImGui_ImplOpenGL2_Init()
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_opengl2";
return true;
}
@@ -69,23 +74,21 @@
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -99,7 +102,14 @@
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
+ // GLint last_program;
+ // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ // glUseProgram(0);
+ // ImGui_ImplOpenGL2_RenderDrawData(...);
+ // glUseProgram(last_program)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
@@ -112,8 +122,11 @@
glPushMatrix();
glLoadIdentity();
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
// Render command lists
- ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -133,7 +146,13 @@
}
else
{
- ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec4 clip_rect;
+ clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
+ clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
+ clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
+ clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h
index e901cb7..2e3271d 100644
--- a/examples/imgui_impl_opengl2.h
+++ b/examples/imgui_impl_opengl2.h
@@ -13,7 +13,7 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-// confuse your GPU driver.
+// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp
index 353d61e..9a53d3c 100644
--- a/examples/imgui_impl_opengl3.cpp
+++ b/examples/imgui_impl_opengl3.cpp
@@ -11,7 +11,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
+// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
@@ -75,7 +79,7 @@
#include <GLES3/gl3.h> // Use GL ES 3
#else
// Regular OpenGL
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@@ -100,6 +104,9 @@
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_opengl3";
+
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#ifdef USE_GL_ES3
if (glsl_version == NULL)
@@ -111,6 +118,7 @@
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
+
return true;
}
@@ -131,12 +139,10 @@
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
@@ -164,7 +170,7 @@
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
-#ifdef GL_CLIP_ORIGIN
+#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
@@ -214,12 +220,15 @@
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
- // Draw
- ImVec2 pos = draw_data->DisplayPos;
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawIdx* idx_buffer_offset = 0;
+ size_t idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
@@ -237,7 +246,13 @@
}
else
{
- ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec4 clip_rect;
+ clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
+ clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
+ clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
+ clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
@@ -248,10 +263,10 @@
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
}
}
- idx_buffer_offset += pcmd->ElemCount;
+ idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
}
glDeleteVertexArrays(1, &vao_handle);
@@ -472,7 +487,7 @@
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
- else if (glsl_version == 410)
+ else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h
index fba03d0..0be9dcd 100644
--- a/examples/imgui_impl_opengl3.h
+++ b/examples/imgui_impl_opengl3.h
@@ -9,9 +9,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-// About OpenGL function loaders:
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// About OpenGL function loaders:
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version:
diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm
index b1dbe7c..07381ca 100644
--- a/examples/imgui_impl_osx.mm
+++ b/examples/imgui_impl_osx.mm
@@ -12,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-07-07: Initial version.
// Data
@@ -27,6 +28,7 @@
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+ io.BackendPlatformName = "imgui_impl_osx";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
const int offset_for_function_keys = 256 - 0xF700;
@@ -51,14 +53,14 @@
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
-
+
io.SetClipboardTextFn = [](void*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
-
+
io.GetClipboardTextFn = [](void*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
@@ -69,7 +71,7 @@
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil)
return NULL;
-
+
const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c);
static ImVector<char> s_clipboard;
@@ -77,7 +79,7 @@
strcpy(s_clipboard.Data, string_c);
return s_clipboard.Data;
};
-
+
return true;
}
@@ -233,6 +235,6 @@
resetKeys();
return io.WantCaptureKeyboard;
}
-
+
return false;
}
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 2b6d97e..c1188db 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -1,6 +1,7 @@
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
@@ -16,18 +17,20 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
-// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
-// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
@@ -41,10 +44,12 @@
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
#include <SDL.h>
#include <SDL_syswm.h>
+#if defined(__APPLE__)
+#include "TargetConditionals.h"
+#endif
-#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
-#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
@@ -123,6 +128,7 @@
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_sdl";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
@@ -180,9 +186,9 @@
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
- #if !SDL_HAS_VULKAN
+#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
- #endif
+#endif
return ImGui_ImplSDL2_Init(window);
}
@@ -218,7 +224,7 @@
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
-#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
@@ -232,7 +238,7 @@
io.MousePos = ImVec2((float)mx, (float)my);
}
- // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
+ // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
@@ -265,7 +271,7 @@
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp
index 0746e5b..eabc49e 100644
--- a/examples/imgui_impl_vulkan.cpp
+++ b/examples/imgui_impl_vulkan.cpp
@@ -8,11 +8,13 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
@@ -201,10 +203,13 @@
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
{
- VkResult err;
- if (draw_data->TotalVtxCount == 0)
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0)
return;
+ VkResult err;
FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
@@ -265,8 +270,8 @@
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
- viewport.width = draw_data->DisplaySize.x;
- viewport.height = draw_data->DisplaySize.y;
+ viewport.width = (float)fb_width;
+ viewport.height = (float)fb_height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
@@ -285,10 +290,13 @@
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
- // Render the command lists:
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
int vtx_offset = 0;
int idx_offset = 0;
- ImVec2 display_pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -301,17 +309,26 @@
}
else
{
- // Apply scissor/clipping rectangle
- // FIXME: We could clamp width/height based on clamped min/max values.
- VkRect2D scissor;
- scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0;
- scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0;
- scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
- scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
- vkCmdSetScissor(command_buffer, 0, 1, &scissor);
-
- // Draw
- vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec4 clip_rect;
+ clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
+ clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
+ clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
+ clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+
+ if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ {
+ // Apply scissor/clipping rectangle
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(clip_rect.x);
+ scissor.offset.y = (int32_t)(clip_rect.y);
+ scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x);
+ scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y);
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Draw
+ vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
}
idx_offset += pcmd->ElemCount;
}
@@ -695,6 +712,9 @@
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_vulkan";
+
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
IM_ASSERT(info->Device != VK_NULL_HANDLE);
@@ -731,11 +751,11 @@
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
-// You probably do NOT need to use or care about those functions.
+// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
-// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
@@ -804,7 +824,7 @@
}
else
{
- // Request several formats, the first found will be used
+ // Request several formats, the first found will be used
for (int request_i = 0; request_i < request_formats_count; request_i++)
for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
@@ -915,7 +935,7 @@
wd->BackBufferCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
-
+
// If min image count was not specified, request different count of images dependent on selected present mode
if (min_image_count == 0)
min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h
index eda25ef..0a01bc0 100644
--- a/examples/imgui_impl_vulkan.h
+++ b/examples/imgui_impl_vulkan.h
@@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
#pragma once
@@ -47,11 +47,11 @@
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
-// You probably do NOT need to use or care about those functions.
+// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
-// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp
index 6cf8d63..4690f3e 100644
--- a/examples/imgui_impl_win32.cpp
+++ b/examples/imgui_impl_win32.cpp
@@ -5,8 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
-// Missing features:
-// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#include "imgui.h"
#include "imgui_impl_win32.h"
@@ -14,10 +13,15 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
+#include <XInput.h>
#include <tchar.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
+// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
+// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
@@ -30,7 +34,7 @@
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
-// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
+// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
@@ -38,6 +42,8 @@
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+static bool g_HasGamepad = false;
+static bool g_WantUpdateHasGamepad = true;
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
@@ -52,6 +58,7 @@
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_win32";
io.ImeWindowHandle = hwnd;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
@@ -132,14 +139,67 @@
// Set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
POINT pos;
- if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
- if (::ScreenToClient(g_hWnd, &pos))
- io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+ if (HWND active_window = ::GetForegroundWindow())
+ if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
+ if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
+ io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+}
+
+#ifdef _MSC_VER
+#pragma comment(lib, "xinput")
+#endif
+
+// Gamepad navigation mapping
+static void ImGui_ImplWin32_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
+ // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
+ if (g_WantUpdateHasGamepad)
+ {
+ XINPUT_CAPABILITIES caps;
+ g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
+ g_WantUpdateHasGamepad = false;
+ }
+
+ XINPUT_STATE xinput_state;
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
+ {
+ const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
+ #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
+ MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ }
}
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
@@ -169,14 +229,20 @@
g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
+
+ // Update game controllers (if available)
+ ImGui_ImplWin32_UpdateGamepads();
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
+#ifndef DBT_DEVNODES_CHANGED
+#define DBT_DEVNODES_CHANGED 0x0007
+#endif
-// Process Win32 mouse/keyboard inputs.
+// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
@@ -194,11 +260,13 @@
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
+ if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
@@ -207,11 +275,13 @@
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
+ case WM_XBUTTONUP:
{
int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
+ if (msg == WM_LBUTTONUP) { button = 0; }
+ if (msg == WM_RBUTTONUP) { button = 1; }
+ if (msg == WM_MBUTTONUP) { button = 2; }
+ if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
@@ -242,6 +312,10 @@
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
return 0;
+ case WM_DEVICECHANGE:
+ if ((UINT)wParam == DBT_DEVNODES_CHANGED)
+ g_WantUpdateHasGamepad = true;
+ return 0;
}
return 0;
}
diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h
index 0f2aaa2..7616186 100644
--- a/examples/imgui_impl_win32.h
+++ b/examples/imgui_impl_win32.h
@@ -5,8 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
-// Missing features:
-// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#pragma once
@@ -16,7 +15,7 @@
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
/*
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
diff --git a/imgui.cpp b/imgui.cpp
index dd03af7..80fb3e3 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@@ -7,9 +7,12 @@
// Releases change-log at https://github.com/ocornut/imgui/releases
// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
+
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
+// See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
+// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README.
+// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
@@ -26,36 +29,38 @@
- MISSION STATEMENT
- END-USER GUIDE
- PROGRAMMER GUIDE (read me!)
- - Read first
- - How to update to a newer version of Dear ImGui
- - Getting started with integrating Dear ImGui in your code/engine
- - This is how a simple application may look like (2 variations)
- - This is how a simple rendering function may look like
- - Using gamepad/keyboard navigation controls
+ - Read first.
+ - How to update to a newer version of Dear ImGui.
+ - Getting started with integrating Dear ImGui in your code/engine.
+ - This is how a simple application may look like (2 variations).
+ - This is how a simple rendering function may look like.
+ - Using gamepad/keyboard navigation controls.
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- How can I display an image? What is ImTextureID, how does it works?
- - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
- - How can I use my own math types instead of ImVec2/ImVec4?
+ - How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.
+ - How can I use my own math types instead of ImVec2/ImVec4?
- How can I load a different font than the default?
- How can I easily use icons in my application?
- How can I load multiple fonts?
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ - How can I interact with standard C++ types (such as std::string and std::vector)?
- How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+ - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
- I integrated Dear ImGui in my engine and the text or lines are blurry..
- I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- How can I help?
-CODE
+CODE
(search for "[SECTION]" in the code to find them)
// [SECTION] FORWARD DECLARATIONS
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
-// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
-// [SECTION] MISC HELPER/UTILITIES (ImText* functions)
-// [SECTION] MISC HELPER/UTILITIES (Color functions)
+// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
// [SECTION] ImGuiTextBuffer
@@ -83,19 +88,19 @@
MISSION STATEMENT
=================
- - Easy to use to create code-driven and data-driven tools
- - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
- - Easy to hack and improve
- - Minimize screen real-estate usage
- - Minimize setup and maintenance
- - Minimize state storage on user side
- - Portable, minimize dependencies, run on target (consoles, phones, etc.)
- - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
- opening a tree node for the first time, etc. but a typical frame should not allocate anything)
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Minimize screen real-estate usage.
+ - Minimize setup and maintenance.
+ - Minimize state storage on user side.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
+ opening a tree node for the first time, etc. but a typical frame should not allocate anything).
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
- - Doesn't look fancy, doesn't animate
- - Limited layout features, intricate layouts are typically crafted in code
+ - Doesn't look fancy, doesn't animate.
+ - Limited layout features, intricate layouts are typically crafted in code.
END-USER GUIDE
@@ -125,16 +130,29 @@
PROGRAMMER GUIDE
================
- READ FIRST
+ READ FIRST:
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- - You can learn about immediate-mode GUI principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
- See README.md for more links describing the IMGUI paradigm. Dear ImGui is an implementation of the IMGUI paradigm.
+ - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
+ - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
+ You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md.
+ - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
+ For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
+ where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
+ - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
+ - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
+ If you get an assert, read the messages and comments around the assert.
+ - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
+ - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
+ See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
+ However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
+ - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI:
- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified.
@@ -144,7 +162,7 @@
likely be a comment about it. Please report any issue to the GitHub page!
- Try to keep your copy of dear imgui reasonably up to date.
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE:
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- Add the Dear ImGui source files to your projects or using your preferred build system.
@@ -157,8 +175,8 @@
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
- EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder)
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE:
+ EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@@ -187,14 +205,14 @@
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0);
}
-
+
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
- EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE:
+ EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE.
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@@ -248,16 +266,17 @@
// Shutdown
ImGui::DestroyContext();
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+ HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // TODO: Setup viewport using draw_data->DisplaySize
+ // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
@@ -278,7 +297,7 @@
// (some elements visible outside their bounds) but you can fix that once everything else works!
// - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
// In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
- // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
+ // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
ImVec2 pos = draw_data->DisplayPos;
@@ -295,13 +314,13 @@
- The examples/ folders contains many actual implementation of the pseudo-codes above.
- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
- They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs
+ They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs
from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information.
- Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- - The gamepad/keyboard navigation is fairly functional and keeps being improved.
+ - The gamepad/keyboard navigation is fairly functional and keeps being improved.
- Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse!
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
@@ -345,9 +364,15 @@
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- - 2018/10/12 (1.66) - Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
+ - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+ - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+ - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
- 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
- - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
- 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
- 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
@@ -356,12 +381,15 @@
- 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
- 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
- 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
- - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges to enable the feature.
+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
+ - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
+ old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
+ when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
+ - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
@@ -408,6 +436,7 @@
removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
@@ -465,7 +494,7 @@
- the signature of the io.RenderDrawListsFn handler has changed!
old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
- argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+ parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
@@ -498,9 +527,9 @@
- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
- font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
- became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
- you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
+ font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; }
+ became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; }
+ you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
it is now recommended that you sample the font texture with bilinear interpolation.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
@@ -540,7 +569,7 @@
A: Short explanation:
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
+ - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
Long explanation:
@@ -548,10 +577,10 @@
At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
- We carry the information to identify a "texture" in the ImTextureID type.
+ We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
+ - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
@@ -559,13 +588,13 @@
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
- For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
- Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
+ For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
+ Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
- If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
+ If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
@@ -573,7 +602,7 @@
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
- ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
+ ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
@@ -606,7 +635,7 @@
// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
- C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
+ C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*.
Examples:
@@ -622,13 +651,13 @@
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
- Q: How can I have multiple widgets with the same label or without a label?
+ Q: How can I have multiple widgets with the same label or with an empty label?
Q: I have multiple widgets with the same label, and only the first one works. Why is that?
A: A primer on labels and the ID Stack...
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
- Interactive widgets (such as calls to Button buttons) need a unique ID.
+ Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
@@ -644,6 +673,9 @@
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
+ Begin("MyOtherWindow");
+ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
+ End();
- If you have a same ID twice in the same location, you'll have a conflict:
@@ -672,8 +704,8 @@
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
- Button("Hello###ID"; // Label = "Hello", ID = hash of (..., "ID")
- Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different
+ Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
+ Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
@@ -683,47 +715,48 @@
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
- Remember that ID are formed from the concatenation of _everything_ in the ID stack!
+ Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
+ At each level of the stack we store the seed used for items at this level of the ID stack.
- Begin("Window");
+ Begin("Window");
for (int i = 0; i < 100; i++)
{
- PushID(i); // Push i to the id tack
- Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click")
+ PushID(i); // Push i to the id tack
+ Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
- Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click")
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
- Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click")
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- - More example showing that you can stack multiple prefixes into the ID stack:
+ - You can stack multiple prefixes into the ID stack:
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
- Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- if (TreeNode("node"))
+ Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
@@ -734,7 +767,7 @@
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
- Q: How can I use my own math types instead of ImVec2/ImVec4?
+ Q: How can I use my own math types instead of ImVec2/ImVec4?
A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2.
@@ -743,7 +776,8 @@
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
- Default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code.
+ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
+ (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the 'misc/fonts/README.txt' file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
@@ -754,7 +788,8 @@
Q: How can I easily use icons in my application?
A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
- main font. Then you can refer to icons within your strings.
+ main font. Then you can refer to icons within your strings.
+ You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
Q: How can I load multiple fonts?
@@ -771,9 +806,9 @@
// Options
ImFontConfig config;
- config.OversampleH = 3;
+ config.OversampleH = 2;
config.OversampleV = 1;
- config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up
+ config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
@@ -793,7 +828,7 @@
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
- ImFontAtlas::GlyphRangesBuilder builder;
+ ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
@@ -805,20 +840,57 @@
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
- Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
- The applications in examples/ are doing that.
+ Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
+ The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
- Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
+ Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+ A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers),
+ and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use
+ any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
+ - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h.
+ - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
+ lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API.
+ Prefer using them over the old and awkward Combo()/ListBox() api.
+ - Generally for most high-level types you should be able to access the underlying data type.
+ You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
+ - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
+ to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
+ Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances.
+ Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those
+ are not configurable and not the same across implementations.
+ - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
+ of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
+ is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
+ One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
+ This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
+ provide similar or better string helpers.
+
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
- - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
- and then call your rendered code with your own ImDrawList or ImDrawData data.
+ - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
+ your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
+
+ Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
+ A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
+ (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
+ - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy)
+ This is the preferred solution for developer productivity.
+ In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
+ and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
+ to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
+ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
+ - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends
+ the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
+ - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate
+ for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
+ for screen real-estate and precision.
Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
@@ -829,10 +901,12 @@
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
Q: How can I help?
- A: - If you are experienced with Dear ImGui and C++, look at the github issues, or docs/TODO.txt and see how you want/can help!
- - Convince your company to sponsor/fund development! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
+ A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
+ and see how you want to help and can help!
+ - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui.
+ - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README.
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
- You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
+ You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers.
But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
@@ -865,8 +939,8 @@
#endif
// Debug options
-#define IMGUI_DEBUG_NAV_SCORING 0
-#define IMGUI_DEBUG_NAV_RECTS 0
+#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
+#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
// Visual Studio warnings
#ifdef _MSC_VER
@@ -884,7 +958,13 @@
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
+#endif
+#if __has_warning("-Wdouble-promotion")
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
@@ -902,25 +982,21 @@
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
-// Window resizing from edges (when io.ConfigResizeWindowsFromEdges = true)
-static const float RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
-static const float RESIZE_WINDOWS_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
+// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
+static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
+static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------
static void SetCurrentWindow(ImGuiWindow* window);
-static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
-static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
-static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
static void FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
-static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImRect GetViewportRect();
@@ -955,26 +1031,28 @@
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
-}
+static void RenderOuterBorders(ImGuiWindow* window);
-// Test engine hooks (imgui-test)
-//#define IMGUI_ENABLE_TEST_ENGINE_HOOKS
-#ifdef IMGUI_ENABLE_TEST_ENGINE_HOOKS
-extern void ImGuiTestEngineHook_PreNewFrame();
-extern void ImGuiTestEngineHook_PostNewFrame();
-extern void ImGuiTestEngineHook_ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg);
-#endif
+}
//-----------------------------------------------------------------------------
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
-// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
-// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
-// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
-// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
-// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
+// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
+// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
+// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
+// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
+// 2) Important: Dear ImGui functions are not thread-safe because of this pointer.
+// If you want thread-safety to allow N threads to access N different contexts, you can:
+// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
+// struct ImGuiContext;
+// extern thread_local ImGuiContext* MyImGuiTLS;
+// #define GImGui MyImGuiTLS
+// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.
#ifndef GImGui
ImGuiContext* GImGui = NULL;
#endif
@@ -983,11 +1061,11 @@
// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
-static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); }
-static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; free(ptr); }
+static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
+static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
#else
-static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; (void)size; IM_ASSERT(0); return NULL; }
-static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; (void)ptr; IM_ASSERT(0); }
+static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
+static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
#endif
static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
@@ -1022,8 +1100,11 @@
ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ TabBorderSize = 0.0f; // Thickness of border around tabs.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
- DisplayWindowPadding = ImVec2(20,20); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
+ SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
+ DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
@@ -1054,6 +1135,7 @@
ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
GrabMinSize = ImFloor(GrabMinSize * scale_factor);
GrabRounding = ImFloor(GrabRounding * scale_factor);
+ TabRounding = ImFloor(TabRounding * scale_factor);
DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
@@ -1085,18 +1167,21 @@
FontDefault = NULL;
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
- DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
- // Miscellaneous configuration options
+ // Miscellaneous options
+ MouseDrawCursor = false;
#ifdef __APPLE__
ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
ConfigMacOSXBehaviors = false;
#endif
ConfigInputTextCursorBlink = true;
- ConfigResizeWindowsFromEdges = false;
+ ConfigWindowsResizeFromEdges = true;
+ ConfigWindowsMoveFromTitleBarOnly = false;
- // Settings (User Functions)
+ // Platform Functions
+ BackendPlatformName = BackendRendererName = NULL;
+ BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
ClipboardUserData = NULL;
@@ -1107,7 +1192,7 @@
RenderDrawListsFn = NULL;
#endif
- // Input (NB: we already have memset zero the entire structure)
+ // Input (NB: we already have memset zero the entire structure!)
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
MouseDragThreshold = 6.0f;
@@ -1121,26 +1206,27 @@
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(ImWchar c)
{
- const int n = ImStrlenW(InputCharacters);
- if (n + 1 < IM_ARRAYSIZE(InputCharacters))
- {
- InputCharacters[n] = c;
- InputCharacters[n+1] = '\0';
- }
+ InputQueueCharacters.push_back(c);
}
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
- // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
- const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
- ImWchar wchars[wchars_buf_len];
- ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
- for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
- AddInputCharacter(wchars[i]);
+ while (*utf8_chars != 0)
+ {
+ unsigned int c = 0;
+ utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+ if (c > 0 && c <= 0xFFFF)
+ InputQueueCharacters.push_back((ImWchar)c);
+ }
+}
+
+void ImGuiIO::ClearInputCharacters()
+{
+ InputQueueCharacters.resize(0);
}
//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
+// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
@@ -1191,6 +1277,7 @@
return proj_ca;
}
+// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
int ImStricmp(const char* str1, const char* str2)
{
int d;
@@ -1207,16 +1294,32 @@
void ImStrncpy(char* dst, const char* src, size_t count)
{
- if (count < 1) return;
- strncpy(dst, src, count);
- dst[count-1] = 0;
+ if (count < 1)
+ return;
+ if (count > 1)
+ strncpy(dst, src, count - 1);
+ dst[count - 1] = 0;
}
-char* ImStrdup(const char *str)
+char* ImStrdup(const char* str)
{
- size_t len = strlen(str) + 1;
- void* buf = ImGui::MemAlloc(len);
- return (char*)memcpy(buf, (const void*)str, len);
+ size_t len = strlen(str);
+ void* buf = ImGui::MemAlloc(len + 1);
+ return (char*)memcpy(buf, (const void*)str, len + 1);
+}
+
+char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
+{
+ size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
+ size_t src_size = strlen(src) + 1;
+ if (dst_buf_size < src_size)
+ {
+ ImGui::MemFree(dst);
+ dst = (char*)ImGui::MemAlloc(src_size);
+ if (p_dst_size)
+ *p_dst_size = src_size;
+ }
+ return (char*)memcpy(dst, (const void*)src, src_size);
}
const char* ImStrchrRange(const char* str, const char* str_end, char c)
@@ -1290,6 +1393,12 @@
// B) When buf==NULL vsnprintf() will return the output size.
#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+//#define IMGUI_USE_STB_SPRINTF
+#ifdef IMGUI_USE_STB_SPRINTF
+#define STB_SPRINTF_IMPLEMENTATION
+#include "imstb_sprintf.h"
+#endif
+
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif
@@ -1298,7 +1407,11 @@
{
va_list args;
va_start(args, fmt);
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
va_end(args);
if (buf == NULL)
return w;
@@ -1310,7 +1423,11 @@
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
{
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
if (buf == NULL)
return w;
if (w == -1 || w >= (int)buf_size)
@@ -1320,43 +1437,69 @@
}
#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
-// Pass data_size==0 for zero-terminated strings
-// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHash(const void* data, int data_size, ImU32 seed)
+// CRC32 needs a 1KB lookup table (not cache friendly)
+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
+static const ImU32 GCrc32LookupTable[256] =
{
- static ImU32 crc32_lut[256] = { 0 };
- if (!crc32_lut[1])
- {
- const ImU32 polynomial = 0xEDB88320;
- for (ImU32 i = 0; i < 256; i++)
- {
- ImU32 crc = i;
- for (ImU32 j = 0; j < 8; j++)
- crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
- crc32_lut[i] = crc;
- }
- }
+ 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
+ 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
+ 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
+ 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
+ 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
+ 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
+ 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
+ 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
+ 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
+ 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
+ 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
+ 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
+ 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
+ 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
+ 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
+ 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+};
+// Known size hash
+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
+{
+ ImU32 crc = ~seed;
+ const unsigned char* data = (const unsigned char*)data_p;
+ const ImU32* crc32_lut = GCrc32LookupTable;
+ while (data_size-- != 0)
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
+ return ~crc;
+}
+
+// Zero-terminated string hash, with support for ### to reset back to seed value
+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+// Because this syntax is rarely used we are optimizing for the common case.
+// - If we reach ### in the string we discard the hash so far and reset to the seed.
+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
+{
seed = ~seed;
ImU32 crc = seed;
- const unsigned char* current = (const unsigned char*)data;
-
- if (data_size > 0)
+ const unsigned char* src = (const unsigned char*)data;
+ const ImU32* crc32_lut = GCrc32LookupTable;
+ if (data_size != 0)
{
- // Known size
- while (data_size--)
- crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
+ while (data_size-- != 0)
+ {
+ unsigned char c = *src++;
+ if (c == '#' && src[0] == '#' && src[1] == '#')
+ crc = seed;
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+ }
}
else
{
- // Zero-terminated string
- while (unsigned char c = *current++)
+ while (unsigned char c = *src++)
{
- // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
- // Because this syntax is rarely used we are optimizing for the common case.
- // - If we reach ### in the string we discard the hash so far and reset to the seed.
- // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
- if (c == '#' && current[0] == '#' && current[1] == '#')
+ if (c == '#' && src[0] == '#' && src[1] == '#')
crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
}
@@ -1606,7 +1749,7 @@
}
//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPER/UTILTIES (Color functions)
+// [SECTION] MISC HELPERS/UTILTIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------
@@ -1719,15 +1862,15 @@
//-----------------------------------------------------------------------------
// std::lower_bound but without the bullshit
-static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
+static ImGuiStorage::Pair* LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
{
- ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
- ImVector<ImGuiStorage::Pair>::iterator last = data.end();
+ ImGuiStorage::Pair* first = data.Data;
+ ImGuiStorage::Pair* last = data.Data + data.Size;
size_t count = (size_t)(last - first);
while (count > 0)
{
size_t count2 = count >> 1;
- ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
+ ImGuiStorage::Pair* mid = first + count2;
if (mid->key < key)
{
first = ++mid;
@@ -1760,7 +1903,7 @@
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_i;
@@ -1773,7 +1916,7 @@
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_f;
@@ -1781,7 +1924,7 @@
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return NULL;
return it->val_p;
@@ -1790,7 +1933,7 @@
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_i;
@@ -1803,7 +1946,7 @@
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_f;
@@ -1811,7 +1954,7 @@
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_p;
@@ -1820,7 +1963,7 @@
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
void ImGuiStorage::SetInt(ImGuiID key, int val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1836,7 +1979,7 @@
void ImGuiStorage::SetFloat(ImGuiID key, float val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1847,7 +1990,7 @@
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1982,6 +2125,32 @@
char ImGuiTextBuffer::EmptyString[1] = { 0 };
+void ImGuiTextBuffer::append(const char* str, const char* str_end)
+{
+ int len = str_end ? (int)(str_end - str) : (int)strlen(str);
+
+ // Add zero-terminator the first time
+ const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+ const int needed_sz = write_off + len;
+ if (write_off + len >= Buf.Capacity)
+ {
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+ }
+
+ Buf.resize(needed_sz);
+ memcpy(&Buf[write_off - 1], str, (size_t)len);
+ Buf[write_off - 1 + len] = 0;
+}
+
+void ImGuiTextBuffer::appendf(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ appendfv(fmt, args);
+ va_end(args);
+}
+
// Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
{
@@ -2000,8 +2169,8 @@
const int needed_sz = write_off + len;
if (write_off + len >= Buf.Capacity)
{
- int double_capacity = Buf.Capacity * 2;
- Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
}
Buf.resize(needed_sz);
@@ -2009,14 +2178,6 @@
va_end(args_copy);
}
-void ImGuiTextBuffer::appendf(const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- appendfv(fmt, args);
- va_end(args);
-}
-
//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
// This is currently not as flexible/powerful as it should be, needs some rework (see TODO)
@@ -2165,17 +2326,8 @@
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
- // Hide anything after a '##' string
- const char* text_display_end = FindRenderedTextEnd(text, text_end);
- const int text_len = (int)(text_display_end - text);
- if (text_len == 0)
- return;
-
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
// Perform CPU side clipping for single clipped element to avoid using scissor state
ImVec2 pos = pos_min;
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
@@ -2194,14 +2346,27 @@
if (need_clipping)
{
ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
}
else
{
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
}
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Hide anything after a '##' string
+ const char* text_display_end = FindRenderedTextEnd(text, text_end);
+ const int text_len = (int)(text_display_end - text);
+ if (text_len == 0)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
+ LogRenderedText(&pos_min, text, text_display_end);
}
// Render a rectangle shaped with optional rounding and borders
@@ -2331,15 +2496,16 @@
: DrawListInst(&context->DrawListSharedData)
{
Name = ImStrdup(name);
- ID = ImHash(name, 0);
+ ID = ImHashStr(name, 0);
IDStack.push_back(ID);
- Flags = 0;
+ Flags = ImGuiWindowFlags_None;
Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f);
WindowRounding = 0.0f;
WindowBorderSize = 0.0f;
+ NameBufLen = (int)strlen(name) + 1;
MoveId = GetID("#MOVE");
ChildId = 0;
Scroll = ImVec2(0.0f, 0.0f);
@@ -2355,6 +2521,7 @@
Appearing = false;
Hidden = false;
HasCloseButton = false;
+ ResizeBorderHeld = -1;
BeginCount = 0;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
@@ -2399,7 +2566,7 @@
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
- ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+ ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
ImGui::KeepAliveID(id);
return id;
}
@@ -2407,7 +2574,7 @@
ImGuiID ImGuiWindow::GetID(const void* ptr)
{
ImGuiID seed = IDStack.back();
- ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
+ ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
ImGui::KeepAliveID(id);
return id;
}
@@ -2415,13 +2582,13 @@
ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
- return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+ return ImHashStr(str, str_end ? (str_end - str) : 0, seed);
}
ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
{
ImGuiID seed = IDStack.back();
- return ImHash(&ptr, sizeof(void*), seed);
+ return ImHashData(&ptr, sizeof(void*), seed);
}
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
@@ -2429,7 +2596,7 @@
{
ImGuiID seed = IDStack.back();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
- ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed);
+ ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
}
@@ -2468,6 +2635,7 @@
if (g.ActiveIdIsJustActivated)
{
g.ActiveIdTimer = 0.0f;
+ g.ActiveIdHasBeenPressed = false;
g.ActiveIdHasBeenEdited = false;
if (id != 0)
{
@@ -2477,6 +2645,7 @@
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
+ g.ActiveIdBlockNavInputFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdWindow = window;
if (id)
@@ -2486,13 +2655,14 @@
}
}
+// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
- const int nav_layer = window->DC.NavLayerCurrent;
+ const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavId = id;
@@ -2541,9 +2711,9 @@
{
// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
- (void)id; // Avoid unused variable warnings when asserts are compiled out.
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
+ IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
g.ActiveIdHasBeenEdited = true;
g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
@@ -2582,7 +2752,8 @@
const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
- window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
@@ -2606,10 +2777,6 @@
// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
{
-#ifdef IMGUI_ENABLE_TEST_ENGINE_HOOKS
- ImGuiTestEngineHook_ItemAdd(bb, id, nav_bb_arg);
-#endif
-
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -2629,7 +2796,12 @@
window->DC.LastItemId = id;
window->DC.LastItemRect = bb;
- window->DC.LastItemStatusFlags = 0;
+ window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (id != 0)
+ ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id);
+#endif
// Clipping test
const bool is_clipped = IsClippedEx(bb, id, false);
@@ -2679,7 +2851,8 @@
if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
- // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
+ // Special handling for the dummy item after Begin() which represent the title bar or tab.
+ // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
return false;
return true;
@@ -2786,7 +2959,7 @@
void ImGui::MemFree(void* ptr)
{
- if (ptr)
+ if (ptr)
if (ImGuiContext* ctx = GImGui)
ctx->IO.MetricsActiveAllocations--;
return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
@@ -2838,7 +3011,7 @@
return !error;
}
-void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data)
+void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
@@ -2912,18 +3085,24 @@
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
{
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
+ // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
+ // This is because we want ActiveId to be set even when the window is not permitted to move.
ImGuiContext& g = *GImGui;
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
- if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+
+ bool can_move_window = true;
+ if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+ can_move_window = false;
+ if (can_move_window)
g.MovingWindow = window;
}
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
-void ImGui::UpdateMouseMovingWindow()
+void ImGui::UpdateMouseMovingWindowNewFrame()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
@@ -2961,6 +3140,57 @@
}
}
+// Initiate moving window, handle left-click and right-click focus
+void ImGui::UpdateMouseMovingWindowEndFrame()
+{
+ // Initiate moving window
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId != 0 || g.HoveredId != 0)
+ return;
+
+ // Unless we just made a window/popup appear
+ if (g.NavWindow && g.NavWindow->Appearing)
+ return;
+
+ // Click to focus window and start moving (after we're done with all our widgets)
+ if (g.IO.MouseClicked[0])
+ {
+ if (g.HoveredRootWindow != NULL)
+ {
+ StartMouseMovingWindow(g.HoveredWindow);
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ g.MovingWindow = NULL;
+ }
+ else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
+ {
+ // Clicking on void disable focus
+ FocusWindow(NULL);
+ }
+ }
+
+ // With right mouse button we close popups without changing focus
+ // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
+ if (g.IO.MouseClicked[1])
+ {
+ // Find the top-most window between HoveredWindow and the front most Modal Window.
+ // This is where we can trim the popup stack.
+ ImGuiWindow* modal = GetFrontMostPopupModal();
+ bool hovered_window_above_modal = false;
+ if (modal == NULL)
+ hovered_window_above_modal = true;
+ for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window == modal)
+ break;
+ if (window == g.HoveredWindow)
+ hovered_window_above_modal = true;
+ }
+ ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
+ }
+}
+
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
@@ -3129,19 +3359,19 @@
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
ImGuiContext& g = *GImGui;
-#ifdef IMGUI_ENABLE_TEST_ENGINE_HOOKS
- ImGuiTestEngineHook_PreNewFrame();
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PreNewFrame(&g);
#endif
// Check user data
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
IM_ASSERT(g.Initialized);
- IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
- IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value");
+ IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
+ IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
- IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting");
- IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)");
+ IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
@@ -3150,9 +3380,9 @@
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
- // Perform simple check: the beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
- if (g.IO.ConfigResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
- g.IO.ConfigResizeWindowsFromEdges = false;
+ // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
+ if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
+ g.IO.ConfigWindowsResizeFromEdges = false;
// Load settings on first frame (if not explicitly loaded manually before)
if (!g.SettingsLoaded)
@@ -3183,7 +3413,7 @@
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
- // Setup current font and draw list
+ // Setup current font and draw list shared data
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@@ -3195,7 +3425,7 @@
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
- // Mark rendering data as invalid to prevent user who may have a handle on it to use it
+ // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
g.DrawData.Clear();
// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
@@ -3252,7 +3482,7 @@
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
- UpdateMouseMovingWindow();
+ UpdateMouseMovingWindowNewFrame();
UpdateHoveredWindowAndCaptureFlags();
// Background darkening/whitening
@@ -3295,16 +3525,18 @@
// No window should be open at the beginning of the frame.
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
g.CurrentWindowStack.resize(0);
- g.CurrentPopupStack.resize(0);
+ g.BeginPopupStack.resize(0);
ClosePopupsOverWindow(g.NavWindow);
- // Create implicit window - we will only render it if the user has added something to it.
+ // Create implicit/fallback window - which we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
+ // This fallback is particularly important as it avoid ImGui:: calls from crashing.
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
+ g.FrameScopePushedImplicitWindow = true;
-#ifdef IMGUI_ENABLE_TEST_ENGINE_HOOKS
- ImGuiTestEngineHook_PostNewFrame();
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PostNewFrame(&g);
#endif
}
@@ -3316,11 +3548,11 @@
// Add .ini handle for ImGuiWindow type
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
- ini_handler.TypeHash = ImHash("Window", 0, 0);
+ ini_handler.TypeHash = ImHashStr("Window", 0);
ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
- g.SettingsHandlers.push_front(ini_handler);
+ g.SettingsHandlers.push_back(ini_handler);
g.Initialized = true;
}
@@ -3360,21 +3592,18 @@
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
- g.HoveredWindow = NULL;
- g.HoveredRootWindow = NULL;
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorModifiers.clear();
g.StyleModifiers.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
- g.CurrentPopupStack.clear();
+ g.BeginPopupStack.clear();
g.DrawDataBuilder.ClearFreeMemory();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
- g.InputTextState.TextW.clear();
- g.InputTextState.InitialText.clear();
- g.InputTextState.TempBuffer.clear();
+ g.InputTextState.ClearFreeMemory();
for (int i = 0; i < g.SettingsWindows.Size; i++)
IM_DELETE(g.SettingsWindows[i].Name);
@@ -3386,7 +3615,7 @@
fclose(g.LogFile);
g.LogFile = NULL;
}
- g.LogClipboard.clear();
+ g.LogBuffer.clear();
g.Initialized = false;
}
@@ -3466,7 +3695,7 @@
}
}
-static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
+static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->Flags & ImGuiWindowFlags_Tooltip)
@@ -3502,6 +3731,7 @@
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
draw_data->DisplaySize = io.DisplaySize;
+ draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
{
draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
@@ -3531,22 +3761,38 @@
IM_ASSERT(g.Initialized);
if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times.
return;
- IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()");
+ IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?");
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
- if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)
+ if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
{
g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
g.PlatformImeLastPos = g.PlatformImePos;
}
- // Hide implicit "Debug" window if it hasn't been used
- IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
+ // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
+ // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
+ if (g.CurrentWindowStack.Size != 1)
+ {
+ if (g.CurrentWindowStack.Size > 1)
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
+ while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING
+ End();
+ }
+ else
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
+ }
+ }
+
+ // Hide implicit/fallback "Debug" window if it hasn't been used
+ g.FrameScopePushedImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
- // Show CTRL+TAB list
+ // Show CTRL+TAB list window
if (g.NavWindowingTarget)
NavUpdateWindowingList();
@@ -3567,42 +3813,12 @@
g.DragDropWithinSourceOrTarget = false;
}
- // Initiate moving window
- if (g.ActiveId == 0 && g.HoveredId == 0)
- {
- if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
- {
- // Click to focus window and start moving (after we're done with all our widgets)
- if (g.IO.MouseClicked[0])
- {
- if (g.HoveredRootWindow != NULL)
- StartMouseMovingWindow(g.HoveredWindow);
- else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
- FocusWindow(NULL); // Clicking on void disable focus
- }
+ // End frame
+ g.FrameScopeActive = false;
+ g.FrameCountEnded = g.FrameCount;
- // With right mouse button we close popups without changing focus
- // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
- if (g.IO.MouseClicked[1])
- {
- // Find the top-most window between HoveredWindow and the front most Modal Window.
- // This is where we can trim the popup stack.
- ImGuiWindow* modal = GetFrontMostPopupModal();
- bool hovered_window_above_modal = false;
- if (modal == NULL)
- hovered_window_above_modal = true;
- for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window == modal)
- break;
- if (window == g.HoveredWindow)
- hovered_window_above_modal = true;
- }
- ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
- }
- }
- }
+ // Initiate moving window + handle left-click and right-click focus
+ UpdateMouseMovingWindowEndFrame();
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
@@ -3616,7 +3832,8 @@
AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
}
- IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
+ // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+ IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
g.Windows.swap(g.WindowsSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount;
@@ -3625,11 +3842,8 @@
// Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
- memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+ g.IO.InputQueueCharacters.resize(0);
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
-
- g.FrameScopeActive = false;
- g.FrameCountEnded = g.FrameCount;
}
void ImGui::Render()
@@ -3651,11 +3865,11 @@
{
ImGuiWindow* window = g.Windows[n];
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
- AddWindowToDrawDataSelectLayer(window);
+ AddRootWindowToDrawData(window);
}
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
- AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
+ AddRootWindowToDrawData(windows_to_render_front_most[n]);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
@@ -3670,7 +3884,7 @@
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
- // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
+ // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.DrawData);
@@ -3695,11 +3909,7 @@
return ImVec2(0.0f, font_size);
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
- // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field)
- const float font_scale = font_size / font->FontSize;
- const float character_spacing_x = 1.0f * font_scale;
- if (text_size.x > 0.0f)
- text_size.x -= character_spacing_x;
+ // Round
text_size.x = (float)(int)(text_size.x + 0.95f);
return text_size;
@@ -3747,8 +3957,8 @@
}
// Find window given position, search front-to-back
-// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
-// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
+// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow()
{
@@ -3759,8 +3969,8 @@
hovered_window = g.MovingWindow;
ImVec2 padding_regular = g.Style.TouchExtraPadding;
- ImVec2 padding_for_resize_from_edges = g.IO.ConfigResizeWindowsFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS, RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
- for (int i = g.Windows.Size - 1; i >= 0 && hovered_window == NULL; i--)
+ ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (!window->Active || window->Hidden)
@@ -3835,7 +4045,8 @@
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
- if (key_index < 0) return false;
+ if (key_index < 0)
+ return 0;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[key_index];
return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
@@ -3844,7 +4055,8 @@
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
{
ImGuiContext& g = *GImGui;
- if (user_key_index < 0) return false;
+ if (user_key_index < 0)
+ return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[user_key_index];
if (t == 0.0f)
@@ -3930,20 +4142,24 @@
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
ImGuiContext& g = *GImGui;
- if (g.CurrentPopupStack.Size > 0)
- return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos;
+ if (g.BeginPopupStack.Size > 0)
+ return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos;
return g.IO.MousePos;
}
-// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
- if (mouse_pos == NULL)
- mouse_pos = &GImGui->IO.MousePos;
+ // The assert is only to silence a false-positive in XCode Static Analysis.
+ // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
+ IM_ASSERT(GImGui != NULL);
const float MOUSE_INVALID = -256000.0f;
- return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID;
+ ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
+ return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
+// Return the delta from the initial clicking position.
+// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
{
@@ -3996,6 +4212,18 @@
return false;
}
+bool ImGui::IsItemActivated()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ {
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
+ return true;
+ }
+ return false;
+}
+
bool ImGui::IsItemDeactivated()
{
ImGuiContext& g = *GImGui;
@@ -4012,7 +4240,11 @@
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
- return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+ return false;
+ return true;
}
bool ImGui::IsItemClicked(int mouse_button)
@@ -4081,8 +4313,6 @@
static ImRect GetViewportRect()
{
ImGuiContext& g = *GImGui;
- if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
- return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
@@ -4121,6 +4351,11 @@
child_window->ChildId = id;
child_window->AutoFitChildAxises = auto_fit_axises;
+ // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
+ // While this is not really documented/defined, it seems that the expected thing to do.
+ if (child_window->BeginCount == 1)
+ parent_window->DC.CursorPos = child_window->Pos;
+
// Process navigation-in immediately so NavInit can run on first frame
if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
{
@@ -4208,14 +4443,14 @@
{
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
ImGuiContext& g = *GImGui;
- int* p_backup = &window->DC.StackSizesBackup[0];
- { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
- { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
- { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
+ short* p_backup = &window->DC.StackSizesBackup[0];
+ { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
+ { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
+ { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
- { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
- { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
- { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
+ { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
+ { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
+ { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
}
@@ -4234,7 +4469,7 @@
ImGuiWindow* ImGui::FindWindowByName(const char* name)
{
- ImGuiID id = ImHash(name, 0);
+ ImGuiID id = ImHashStr(name, 0);
return FindWindowByID(id);
}
@@ -4255,7 +4490,7 @@
if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
{
// Retrieve settings from .ini file
- window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
+ window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
window->Pos = ImFloor(settings->Pos);
window->Collapsed = settings->Collapsed;
@@ -4319,6 +4554,12 @@
static ImVec2 CalcSizeContents(ImGuiWindow* window)
{
+ if (window->Collapsed)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ return window->SizeContents;
+ if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0)
+ return window->SizeContents;
+
ImVec2 sz;
sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
@@ -4336,13 +4577,16 @@
}
else
{
- // 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 DisplaySize-WindowPadding.
+ // Maximum window size is determined by the display size
const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
ImVec2 size_min = style.WindowMinSize;
if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
+
+ // 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);
if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
@@ -4422,12 +4666,12 @@
struct ImGuiResizeGripDef
{
- ImVec2 CornerPos;
+ ImVec2 CornerPosN;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
};
-const ImGuiResizeGripDef resize_grip_def[4] =
+static const ImGuiResizeGripDef resize_grip_def[4] =
{
{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
@@ -4439,10 +4683,10 @@
{
ImRect rect = window->Rect();
if (thickness == 0.0f) rect.Max -= ImVec2(1,1);
- if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness);
- if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding);
- if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness);
- if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
+ if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top
+ if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right
+ if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom
+ if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left
IM_ASSERT(0);
return ImRect();
}
@@ -4454,13 +4698,13 @@
ImGuiWindowFlags flags = window->Flags;
if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
return;
- if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit Debug window.
+ if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
return;
- const int resize_border_count = g.IO.ConfigResizeWindowsFromEdges ? 4 : 0;
+ const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f);
- const float grip_hover_outer_size = g.IO.ConfigResizeWindowsFromEdges ? RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS : 0.0f;
+ const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
@@ -4470,7 +4714,7 @@
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
- const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
@@ -4492,8 +4736,8 @@
{
// Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
- ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPos); // Corner of the window corresponding to our corner grip
- CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
+ ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
+ CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
}
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
@@ -4501,22 +4745,23 @@
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
bool hovered, held;
- ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS);
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
//GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
- if ((hovered && g.HoveredIdTimer > RESIZE_WINDOWS_FROM_EDGES_FEEDBACK_TIMER) || held)
+ if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
- if (held) *border_held = border_n;
+ if (held)
+ *border_held = border_n;
}
if (held)
{
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
- if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS); }
- if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS); }
- if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS); }
- if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS); }
+ if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
+ if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
+ if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
+ if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
@@ -4557,6 +4802,43 @@
window->Size = window->SizeFull;
}
+static void ImGui::RenderOuterBorders(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ float rounding = window->WindowRounding;
+ float border_size = window->WindowBorderSize;
+ if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
+ window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+
+ int border_held = window->ResizeBorderHeld;
+ if (border_held != -1)
+ {
+ struct ImGuiResizeBorderDef
+ {
+ ImVec2 InnerDir;
+ ImVec2 CornerPosN1, CornerPosN2;
+ float OuterAngle;
+ };
+ static const ImGuiResizeBorderDef resize_border_def[4] =
+ {
+ { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top
+ { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right
+ { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom
+ { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left
+ };
+ const ImGuiResizeBorderDef& def = resize_border_def[border_held];
+ ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle);
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f);
+ window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual
+ }
+ if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ float y = window->Pos.y + window->TitleBarHeight() - 1;
+ window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
+ }
+}
+
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
@@ -4566,7 +4848,10 @@
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
+ {
+ IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+ }
}
// Push a new ImGui window to add widgets to.
@@ -4580,7 +4865,7 @@
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
- IM_ASSERT(name != NULL); // Window name required
+ IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
@@ -4602,6 +4887,8 @@
const int current_frame = g.FrameCount;
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+
+ // Update Flags, LastFrameActive, BeginOrderXXX fields
if (first_begin_of_the_frame)
window->Flags = (ImGuiWindowFlags)flags;
else
@@ -4618,7 +4905,7 @@
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
if (flags & ImGuiWindowFlags_Popup)
{
- ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+ ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
}
@@ -4632,9 +4919,9 @@
CheckStacksSize(window, true);
if (flags & ImGuiWindowFlags_Popup)
{
- ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+ ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
popup_ref.Window = window;
- g.CurrentPopupStack.push_back(popup_ref);
+ g.BeginPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
@@ -4693,12 +4980,24 @@
window->Active = true;
window->BeginOrderWithinParent = 0;
- window->BeginOrderWithinContext = g.WindowsActiveCount++;
+ window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
window->BeginCount = 0;
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->LastFrameActive = current_frame;
window->IDStack.resize(1);
+ // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
+ // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
+ bool window_title_visible_elsewhere = false;
+ if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ window_title_visible_elsewhere = true;
+ if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
+ {
+ size_t buf_len = (size_t)window->NameBufLen;
+ window->Name = ImStrdupcpy(window->Name, &buf_len, name);
+ window->NameBufLen = (int)buf_len;
+ }
+
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
// Update contents size from last frame for auto-fitting (or use explicit size)
@@ -4809,13 +5108,14 @@
{
window->AutoPosLastDirection = ImGuiDir_None;
if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
- window->Pos = g.CurrentPopupStack.back().OpenPopupPos;
+ window->Pos = g.BeginPopupStack.back().OpenPopupPos;
}
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
- window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
+ IM_ASSERT(parent_window && parent_window->Active);
+ window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = parent_window->DC.CursorPos;
@@ -4832,12 +5132,14 @@
window->Pos = FindBestWindowPosForPopup(window);
// Clamp position so it stays visible
- if (!(flags & ImGuiWindowFlags_ChildWindow))
+ // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
{
- if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
- window->Pos = ImMax(window->Pos + window->Size, padding) - window->Size;
+ ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
+ window->Pos = ImMax(window->Pos + size_for_clamping, padding) - size_for_clamping;
window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding);
}
}
@@ -4859,16 +5161,21 @@
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
- if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+ {
+ if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
+ else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+ want_focus = true;
+ }
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = { 0 };
- const int resize_grip_count = g.IO.ConfigResizeWindowsFromEdges ? 2 : 1; // 4
+ const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
if (!window->Collapsed)
UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
+ window->ResizeBorderHeld = (signed char)border_held;
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
@@ -4907,6 +5214,7 @@
}
// Draw window + handle manual resize
+ // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
@@ -4927,16 +5235,21 @@
if (!(flags & ImGuiWindowFlags_NoBackground))
{
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
+ float alpha = 1.0f;
if (g.NextWindowData.BgAlphaCond != 0)
- bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
+ alpha = g.NextWindowData.BgAlphaVal;
+ if (alpha != 1.0f)
+ bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
}
g.NextWindowData.BgAlphaCond = 0;
// Title bar
- ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
+ }
// Menu bar
if (flags & ImGuiWindowFlags_MenuBar)
@@ -4950,9 +5263,9 @@
// Scrollbars
if (window->ScrollbarX)
- Scrollbar(ImGuiLayoutType_Horizontal);
+ Scrollbar(ImGuiAxis_X);
if (window->ScrollbarY)
- Scrollbar(ImGuiLayoutType_Vertical);
+ Scrollbar(ImGuiAxis_Y);
// Render resize grips (after their input handling so we don't have a frame of latency)
if (!(flags & ImGuiWindowFlags_NoResize))
@@ -4960,7 +5273,7 @@
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
- const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
@@ -4969,15 +5282,7 @@
}
// Borders
- if (window_border_size > 0.0f && !(flags & ImGuiWindowFlags_NoBackground))
- window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
- if (border_held != -1)
- {
- ImRect border = GetResizeBorderRect(window, border_held, grip_draw_size, 0.0f);
- window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
- }
- if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
- window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+ RenderOuterBorders(window);
}
// Draw navigation selection/windowing rectangle border
@@ -5016,11 +5321,10 @@
window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavHideHighlightOneFrame = false;
- window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f);
+ window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f);
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
window->DC.NavLayerActiveMaskNext = 0x00;
window->DC.MenuBarAppending = false;
- window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
window->DC.ChildWindows.resize(0);
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
@@ -5061,8 +5365,8 @@
// Close & collapse button are on layer 1 (same as menus) and don't default focus
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
- window->DC.NavLayerCurrent++;
- window->DC.NavLayerCurrentMask <<= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Collapse button
if (!(flags & ImGuiWindowFlags_NoCollapse))
@@ -5078,12 +5382,15 @@
*p_open = false;
}
- window->DC.NavLayerCurrent--;
- window->DC.NavLayerCurrentMask >>= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.ItemFlags = item_flags_backup;
- // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.)
- ImVec2 text_size = CalcTextSize(name, NULL, true);
+ // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
+ // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code..
+ const char* UNSAVED_DOCUMENT_MARKER = "*";
+ float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
+ ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
ImRect text_r = title_bar_rect;
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
@@ -5094,6 +5401,12 @@
ImRect clip_rect = text_r;
clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+ if (flags & ImGuiWindowFlags_UnsavedDocument)
+ {
+ ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
+ ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
+ RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
+ }
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
@@ -5125,7 +5438,8 @@
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
- // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
+ // We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+ // This is useful to allow creating context menus on title bar only, etc.
window->DC.LastItemId = window->MoveId;
window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
window->DC.LastItemRect = title_bar_rect;
@@ -5145,7 +5459,6 @@
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
-
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesRegular = 1;
@@ -5160,7 +5473,7 @@
window->HiddenFramesRegular = 1;
// Update the Hidden flag
- window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize);
+ window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0);
// Return false if we don't intend to display anything to allow user to perform an early out optimization
window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;
@@ -5187,6 +5500,14 @@
void ImGui::End()
{
ImGuiContext& g = *GImGui;
+
+ if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow)
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!");
+ return; // FIXME-ERRORHANDLING
+ }
+ IM_ASSERT(g.CurrentWindowStack.Size > 0);
+
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.ColumnsSet != NULL)
@@ -5200,7 +5521,7 @@
// Pop from window stack
g.CurrentWindowStack.pop_back();
if (window->Flags & ImGuiWindowFlags_Popup)
- g.CurrentPopupStack.pop_back();
+ g.BeginPopupStack.pop_back();
CheckStacksSize(window, false);
SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
}
@@ -5261,8 +5582,8 @@
g.NavInitRequest = false;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false;
- g.NavLayer = 0;
- //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
+ g.NavLayer = ImGuiNavLayer_Main;
+ //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
// Passing NULL allow to disable keyboard focus
@@ -5349,7 +5670,7 @@
IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(font->Scale > 0.0f);
g.Font = font;
- g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
+ g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
ImFontAtlas* atlas = g.Font->ContainerAtlas;
@@ -5471,27 +5792,29 @@
static const ImGuiStyleVarInfo GStyleVarInfo[] =
{
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
};
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
@@ -5583,6 +5906,11 @@
case ImGuiCol_ResizeGrip: return "ResizeGrip";
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_Tab: return "Tab";
+ case ImGuiCol_TabHovered: return "TabHovered";
+ case ImGuiCol_TabActive: return "TabActive";
+ case ImGuiCol_TabUnfocused: return "TabUnfocused";
+ case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
case ImGuiCol_PlotLines: return "PlotLines";
case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
case ImGuiCol_PlotHistogram: return "PlotHistogram";
@@ -5714,7 +6042,7 @@
window->DC.CursorMaxPos.y -= window->Scroll.y;
}
-static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
@@ -5749,7 +6077,7 @@
return window->Size;
}
-static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
@@ -5792,7 +6120,7 @@
SetWindowSize(window, size, cond);
}
-static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
@@ -5898,7 +6226,7 @@
g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
}
-// In window space (not screen space!)
+// FIXME: This is in window space (not screen space!)
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiWindow* window = GetCurrentWindowRead();
@@ -6044,10 +6372,10 @@
return window->DC.CursorPos;
}
-void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos = screen_pos;
+ window->DC.CursorPos = pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
@@ -6085,12 +6413,12 @@
window->ScrollTargetCenterRatio.y = 0.0f;
}
-void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
+void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
- window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
+ window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
@@ -6136,71 +6464,74 @@
void ImGui::SetStateStorage(ImGuiStorage* tree)
{
- ImGuiWindow* window = GetCurrentWindow();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->DC.StateStorage = tree ? tree : &window->StateStorage;
}
ImGuiStorage* ImGui::GetStateStorage()
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
return window->DC.StateStorage;
}
void ImGui::PushID(const char* str_id)
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(str_id));
}
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end));
}
void ImGui::PushID(const void* ptr_id)
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}
void ImGui::PushID(int int_id)
{
const void* ptr_id = (void*)(intptr_t)int_id;
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}
void ImGui::PopID()
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.pop_back();
}
ImGuiID ImGui::GetID(const char* str_id)
{
- return GImGui->CurrentWindow->GetID(str_id);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id);
}
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
{
- return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id_begin, str_id_end);
}
ImGuiID ImGui::GetID(const void* ptr_id)
{
- return GImGui->CurrentWindow->GetID(ptr_id);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(ptr_id);
}
bool ImGui::IsRectVisible(const ImVec2& size)
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}
@@ -6218,7 +6549,6 @@
group_data.BackupGroupOffset = window->DC.GroupOffset;
group_data.BackupCurrentLineSize = window->DC.CurrentLineSize;
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
- group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.AdvanceCursor = true;
@@ -6227,14 +6557,15 @@
window->DC.Indent = window->DC.GroupOffset;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
- window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
+ if (g.LogEnabled)
+ g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
+ IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
@@ -6247,12 +6578,13 @@
window->DC.GroupOffset = group_data.BackupGroupOffset;
window->DC.CurrentLineSize = group_data.BackupCurrentLineSize;
window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
- window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
+ if (g.LogEnabled)
+ g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
if (group_data.AdvanceCursor)
{
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
- ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
+ ItemSize(group_bb.GetSize(), 0.0f);
ItemAdd(group_bb, 0);
}
@@ -6390,13 +6722,13 @@
bool ImGui::IsPopupOpen(ImGuiID id)
{
ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
}
bool ImGui::IsPopupOpen(const char* str_id)
{
ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
}
ImGuiWindow* ImGui::GetFrontMostPopupModal()
@@ -6423,7 +6755,7 @@
{
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
- int current_stack_size = g.CurrentPopupStack.Size;
+ int current_stack_size = g.BeginPopupStack.Size;
ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id;
popup_ref.Window = NULL;
@@ -6433,7 +6765,7 @@
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
- //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
+ //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
@@ -6482,12 +6814,13 @@
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// Don't close our own child popup windows.
- int n = 0;
+ int popup_count_to_keep = 0;
if (ref_window)
{
- for (n = 0; n < g.OpenPopupStack.Size; n++)
+ // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
+ for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
{
- ImGuiPopupRef& popup = g.OpenPopupStack[n];
+ ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep];
if (!popup.Window)
continue;
IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
@@ -6495,47 +6828,73 @@
continue;
// Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
- bool has_focus = false;
- for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
- has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow);
- if (!has_focus)
+ bool popup_or_descendent_has_focus = false;
+ for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++)
+ if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow)
+ popup_or_descendent_has_focus = true;
+ if (!popup_or_descendent_has_focus)
break;
}
}
- if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below
- ClosePopupToLevel(n);
+ if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+ {
+ //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
+ ClosePopupToLevel(popup_count_to_keep, false);
+ }
}
-void ImGui::ClosePopupToLevel(int remaining)
+void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
{
IM_ASSERT(remaining >= 0);
ImGuiContext& g = *GImGui;
ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
- if (g.NavLayer == 0)
- focus_window = NavRestoreLastChildNavWindow(focus_window);
- FocusWindow(focus_window);
- focus_window->DC.NavHideHighlightOneFrame = true;
g.OpenPopupStack.resize(remaining);
-}
-void ImGui::ClosePopup(ImGuiID id)
-{
- if (!IsPopupOpen(id))
- return;
- ImGuiContext& g = *GImGui;
- ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+ // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
+ // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
+ // The current code will set focus to the parent of the popup window which is incorrect.
+ // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window,
+ // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
+ // However if the clicked window has the _NoMove flag set we would be left with B focused.
+ // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
+ // but we should inspect and fix this properly.
+ if (apply_focus_to_window_under)
+ {
+ if (g.NavLayer == 0)
+ focus_window = NavRestoreLastChildNavWindow(focus_window);
+ FocusWindow(focus_window);
+ }
}
// Close the popup we have begin-ed into.
void ImGui::CloseCurrentPopup()
{
ImGuiContext& g = *GImGui;
- int popup_idx = g.CurrentPopupStack.Size - 1;
- if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+ int popup_idx = g.BeginPopupStack.Size - 1;
+ if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
return;
- while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
+
+ // Closing a menu closes its top-most parent popup (unless a modal)
+ while (popup_idx > 0)
+ {
+ ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
+ ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
+ bool close_parent = false;
+ if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
+ if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
+ close_parent = true;
+ if (!close_parent)
+ break;
popup_idx--;
- ClosePopupToLevel(popup_idx);
+ }
+ //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
+ ClosePopupToLevel(popup_idx, true);
+
+ // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+ // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+ // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+ if (ImGuiWindow* window = g.NavWindow)
+ window->DC.NavHideHighlightOneFrame = true;
}
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
@@ -6549,7 +6908,7 @@
char name[20];
if (extra_flags & ImGuiWindowFlags_ChildMenu)
- ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
else
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
@@ -6563,14 +6922,17 @@
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
+ if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
{
g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
return false;
}
- return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+ flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
+ return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
}
+// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
+// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
@@ -6587,12 +6949,13 @@
if (g.NextWindowData.PosCond == 0)
SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
- bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings;
+ const bool is_open = Begin(name, p_open, flags);
if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{
EndPopup();
if (is_open)
- ClosePopup(id);
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
return false;
}
return is_open;
@@ -6600,9 +6963,9 @@
void ImGui::EndPopup()
{
- ImGuiContext& g = *GImGui; (void)g;
+ ImGuiContext& g = *GImGui;
IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
- IM_ASSERT(g.CurrentPopupStack.Size > 0);
+ IM_ASSERT(g.BeginPopupStack.Size > 0);
// Make all menus and popups wrap around for now, may need to expose that policy.
NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
@@ -6714,11 +7077,11 @@
ImRect r_outer = GetWindowAllowedExtentRect(window);
if (window->Flags & ImGuiWindowFlags_ChildMenu)
{
- // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
+ // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
IM_ASSERT(g.CurrentWindow == window);
ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
- float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+ float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
ImRect r_avoid;
if (parent_window->DC.MenuBarAppending)
r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
@@ -6751,6 +7114,12 @@
}
//-----------------------------------------------------------------------------
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'viewport' and 'docking' branches)
+
+//-----------------------------------------------------------------------------
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
@@ -6851,7 +7220,7 @@
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
- ImDrawList* draw_list = GetOverlayDrawList(window);
+ ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
@@ -6863,7 +7232,7 @@
if (quadrant == g.NavMoveDir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
- ImDrawList* draw_list = GetOverlayDrawList(window);
+ ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
@@ -6958,6 +7327,7 @@
if (new_best)
{
result->ID = id;
+ result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->RectRel = nav_bb_rel;
}
@@ -6969,6 +7339,7 @@
{
result = &g.NavMoveResultLocalVisibleSet;
result->ID = id;
+ result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->RectRel = nav_bb_rel;
}
@@ -7060,7 +7431,7 @@
return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
}
-static void NavRestoreLayer(int layer)
+static void NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
g.NavLayer = layer;
@@ -7167,7 +7538,7 @@
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
- //g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
+ //GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
@@ -7199,7 +7570,7 @@
ImGuiContext& g = *GImGui;
g.IO.WantSetMousePos = false;
#if 0
- if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+ if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
@@ -7220,9 +7591,12 @@
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
- if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
- if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
- if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
+ if (g.IO.KeyCtrl)
+ g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+ if (g.IO.KeyShift)
+ g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+ if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
+ g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
#undef NAV_MAP_KEY
}
memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
@@ -7287,14 +7661,15 @@
// Set output flags for user application
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
- g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
+ g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
// Process NavCancel input (to close a popup, get back to parent, clear focus)
if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
{
if (g.ActiveId != 0)
{
- ClearActiveID();
+ if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
+ ClearActiveID();
}
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
{
@@ -7312,12 +7687,12 @@
{
// Close open popup/menu
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
- ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+ ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
else if (g.NavLayer != 0)
{
// Leave the "menu" layer
- NavRestoreLayer(0);
+ NavRestoreLayer(ImGuiNavLayer_Main);
}
else
{
@@ -7359,7 +7734,7 @@
if (g.NavMoveRequestForward == ImGuiNavForward_None)
{
g.NavMoveDir = ImGuiDir_None;
- g.NavMoveRequestFlags = 0;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
@@ -7508,8 +7883,13 @@
ClearActiveID();
g.NavWindow = result->Window;
+ if (g.NavId != result->ID)
+ {
+ // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
+ g.NavJustMovedToId = result->ID;
+ g.NavJustMovedToSelectScopeId = result->SelectScopeId;
+ }
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
- g.NavJustMovedToId = result->ID;
g.NavMoveFromClampedRefRect = false;
}
@@ -7521,7 +7901,7 @@
ImGuiWindow* window = g.NavWindow;
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
- if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
+ if (page_up_held != page_down_held) // If either (not both) are pressed
{
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
{
@@ -7699,8 +8079,8 @@
NavInitWindow(apply_focus_window, false);
// If the window only has a menu layer, select it directly
- if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
- g.NavLayer = 1;
+ if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
+ g.NavLayer = ImGuiNavLayer_Menu;
}
if (apply_focus_window)
g.NavWindowingTarget = NULL;
@@ -7710,7 +8090,9 @@
{
// Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow;
- while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0
+ && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
+ && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow;
if (new_nav_window != g.NavWindow)
{
@@ -7720,7 +8102,7 @@
}
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
- NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
+ NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main);
}
}
@@ -8095,7 +8477,7 @@
ImGuiContext& g = *GImGui;
g.DragDropActive = false;
g.DragDropPayload.Clear();
- g.DragDropAcceptFlags = 0;
+ g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropAcceptFrameCount = -1;
@@ -8163,7 +8545,7 @@
else
{
window = NULL;
- source_id = ImHash("#SourceExtern", 0);
+ source_id = ImHashStr("#SourceExtern", 0);
source_drag_active = true;
}
@@ -8186,9 +8568,9 @@
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
- // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
+ // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
BeginTooltip();
- if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+ if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
{
ImGuiWindow* tooltip_window = g.CurrentWindow;
tooltip_window->SkipItems = true;
@@ -8380,8 +8762,17 @@
}
//-----------------------------------------------------------------------------
+// [SECTION] DOCKING
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
// Pass text data straight to log (without being displayed)
void ImGui::LogText(const char* fmt, ...)
@@ -8395,7 +8786,7 @@
if (g.LogFile)
vfprintf(g.LogFile, fmt, args);
else
- g.LogClipboard.appendfv(fmt, args);
+ g.LogBuffer.appendfv(fmt, args);
va_end(args);
}
@@ -8409,17 +8800,20 @@
if (!text_end)
text_end = FindRenderedTextEnd(text, text_end);
- const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
+ const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
if (ref_pos)
- window->DC.LogLinePosY = ref_pos->y;
+ g.LogLinePosY = ref_pos->y;
+ if (log_new_line)
+ g.LogLineFirstItem = true;
const char* text_remaining = text;
- if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
- g.LogStartDepth = window->DC.TreeDepth;
- const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
+ if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
+ g.LogDepthRef = window->DC.TreeDepth;
+ const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
for (;;)
{
// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+ // We don't add a trailing \n to allow a subsequent item on the same line to be captured.
const char* line_start = text_remaining;
const char* line_end = ImStreolRange(line_start, text_end);
const bool is_first_line = (line_start == text);
@@ -8428,9 +8822,18 @@
{
const int char_count = (int)(line_end - line_start);
if (log_new_line || !is_first_line)
- LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, line_start);
- else
+ LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
+ else if (g.LogLineFirstItem)
+ LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
+ else
LogText(" %.*s", char_count, line_start);
+ g.LogLineFirstItem = false;
+ }
+ else if (log_new_line)
+ {
+ // An empty "" string at a different Y position should output a carriage return.
+ LogText(IM_NEWLINE);
+ break;
}
if (is_last_line)
@@ -8439,64 +8842,71 @@
}
}
-// Start logging ImGui output to TTY
-void ImGui::LogToTTY(int max_depth)
+// Start logging/capturing text output
+void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(g.LogEnabled == false);
+ IM_ASSERT(g.LogFile == NULL);
+ IM_ASSERT(g.LogBuffer.empty());
+ g.LogEnabled = true;
+ g.LogType = type;
+ g.LogDepthRef = window->DC.TreeDepth;
+ g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
+ g.LogLinePosY = FLT_MAX;
+ g.LogLineFirstItem = true;
+}
+
+void ImGui::LogToTTY(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
- ImGuiWindow* window = g.CurrentWindow;
-
- IM_ASSERT(g.LogFile == NULL);
+ LogBegin(ImGuiLogType_TTY, auto_open_depth);
g.LogFile = stdout;
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
}
-// Start logging ImGui output to given file
-void ImGui::LogToFile(int max_depth, const char* filename)
+// Start logging/capturing text output to given file
+void ImGui::LogToFile(int auto_open_depth, const char* filename)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
- ImGuiWindow* window = g.CurrentWindow;
+ // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
+ // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
+ // By opening the file in binary mode "ab" we have consistent output everywhere.
if (!filename)
- {
filename = g.IO.LogFilename;
- if (!filename)
- return;
- }
-
- IM_ASSERT(g.LogFile == NULL);
- g.LogFile = ImFileOpen(filename, "ab");
- if (!g.LogFile)
+ if (!filename || !filename[0])
+ return;
+ FILE* f = ImFileOpen(filename, "ab");
+ if (f == NULL)
{
- IM_ASSERT(g.LogFile != NULL); // Consider this an error
+ IM_ASSERT(0);
return;
}
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
+
+ LogBegin(ImGuiLogType_File, auto_open_depth);
+ g.LogFile = f;
}
-// Start logging ImGui output to clipboard
-void ImGui::LogToClipboard(int max_depth)
+// Start logging/capturing text output to clipboard
+void ImGui::LogToClipboard(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
- ImGuiWindow* window = g.CurrentWindow;
+ LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
+}
- IM_ASSERT(g.LogFile == NULL);
- g.LogFile = NULL;
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
+void ImGui::LogToBuffer(int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ LogBegin(ImGuiLogType_Buffer, auto_open_depth);
}
void ImGui::LogFinish()
@@ -8506,23 +8916,33 @@
return;
LogText(IM_NEWLINE);
- if (g.LogFile != NULL)
+ switch (g.LogType)
{
- if (g.LogFile == stdout)
- fflush(g.LogFile);
- else
- fclose(g.LogFile);
- g.LogFile = NULL;
+ case ImGuiLogType_TTY:
+ fflush(g.LogFile);
+ break;
+ case ImGuiLogType_File:
+ fclose(g.LogFile);
+ break;
+ case ImGuiLogType_Buffer:
+ break;
+ case ImGuiLogType_Clipboard:
+ if (!g.LogBuffer.empty())
+ SetClipboardText(g.LogBuffer.begin());
+ break;
+ case ImGuiLogType_None:
+ IM_ASSERT(0);
+ break;
}
- if (g.LogClipboard.size() > 1)
- {
- SetClipboardText(g.LogClipboard.begin());
- g.LogClipboard.clear();
- }
+
g.LogEnabled = false;
+ g.LogType = ImGuiLogType_None;
+ g.LogFile = NULL;
+ g.LogBuffer.clear();
}
// Helper to display logging buttons
+// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
void ImGui::LogButtons()
{
ImGuiContext& g = *GImGui;
@@ -8533,18 +8953,18 @@
const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
PushItemWidth(80.0f);
PushAllowKeyboardFocus(false);
- SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+ SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
PopAllowKeyboardFocus();
PopItemWidth();
PopID();
// Start logging at the end of the function so that the buttons don't appear in the log
if (log_to_tty)
- LogToTTY(g.LogAutoExpandMaxDepth);
+ LogToTTY();
if (log_to_file)
- LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
+ LogToFile();
if (log_to_clipboard)
- LogToClipboard(g.LogAutoExpandMaxDepth);
+ LogToClipboard();
}
//-----------------------------------------------------------------------------
@@ -8572,7 +8992,7 @@
g.SettingsWindows.push_back(ImGuiWindowSettings());
ImGuiWindowSettings* settings = &g.SettingsWindows.back();
settings->Name = ImStrdup(name);
- settings->ID = ImHash(name, 0);
+ settings->ID = ImHashStr(name, 0);
return settings;
}
@@ -8585,6 +9005,13 @@
return NULL;
}
+ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
+{
+ if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0)))
+ return settings;
+ return CreateNewWindowSettings(name);
+}
+
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
{
size_t file_data_size = 0;
@@ -8598,7 +9025,7 @@
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
- const ImGuiID type_hash = ImHash(type_name, 0, 0);
+ const ImGuiID type_hash = ImHashStr(type_name, 0);
for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
return &g.SettingsHandlers[handler_n];
@@ -8702,7 +9129,7 @@
static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
- ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0));
+ ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name, 0));
if (!settings)
settings = ImGui::CreateNewWindowSettings(name);
return (void*)settings;
@@ -8733,7 +9160,7 @@
if (!settings)
{
settings = ImGui::CreateNewWindowSettings(window->Name);
- window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
+ window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
}
IM_ASSERT(settings->ID == window->ID);
settings->Pos = window->Pos;
@@ -8886,6 +9313,7 @@
ImGui::End();
return;
}
+
static bool show_draw_cmd_clip_rects = true;
static bool show_window_begin_order = false;
ImGuiIO& io = ImGui::GetIO();
@@ -8896,7 +9324,6 @@
ImGui::Text("%d allocations", io.MetricsActiveAllocations);
ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);
-
ImGui::Separator();
struct Funcs
@@ -8907,7 +9334,7 @@
if (draw_list == ImGui::GetWindowDrawList())
{
ImGui::SameLine();
- ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+ ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
if (node_open) ImGui::TreePop();
return;
}
@@ -8945,16 +9372,18 @@
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
while (clipper.Step())
- for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
+ for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
{
char buf[300];
char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
ImVec2 triangles_pos[3];
- for (int n = 0; n < 3; n++, vtx_i++)
+ for (int n = 0; n < 3; n++, idx_i++)
{
- ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
+ int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i;
+ ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
triangles_pos[n] = v.pos;
- buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+ buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+ (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
ImGui::Selectable(buf, false);
if (ImGui::IsItemHovered())
@@ -9020,6 +9449,28 @@
ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
ImGui::TreePop();
}
+
+ static void NodeTabBar(ImGuiTabBar* tab_bar)
+ {
+ // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+ char buf[256];
+ char* p = buf;
+ const char* buf_end = buf + IM_ARRAYSIZE(buf);
+ ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
+ if (ImGui::TreeNode(tab_bar, "%s", buf))
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ ImGui::PushID(tab);
+ if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
+ if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
+ ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID);
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
+ }
+ }
};
// Access private state, we are going to display the draw lists from last frame
@@ -9040,6 +9491,12 @@
}
ImGui::TreePop();
}
+ if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size))
+ {
+ for (int n = 0; n < g.TabBars.Data.Size; n++)
+ Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
+ ImGui::TreePop();
+ }
if (ImGui::TreeNode("Internal state"))
{
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
diff --git a/imgui.h b/imgui.h
index ee29b7c..dd1e67d 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1,9 +1,9 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 WIP
// (headers)
// See imgui.cpp file for documentation.
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
-// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
+// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
/*
@@ -13,13 +13,14 @@
// Forward declarations and basic types
// ImGui API (Dear ImGui end-user API)
// Flags & Enumerations
+// ImVector<>
// ImGuiStyle
// ImGuiIO
// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// Obsolete functions
-// Helpers (ImVector, ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
+// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
-// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
*/
@@ -44,8 +45,8 @@
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
-#define IMGUI_VERSION "1.67 WIP"
-#define IMGUI_VERSION_NUM 16700
+#define IMGUI_VERSION "1.69 WIP"
+#define IMGUI_VERSION_NUM 16899
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@@ -71,11 +72,15 @@
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
+#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
// Warnings
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast"
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#endif
#elif defined(__GNUC__) && __GNUC__ >= 8
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wclass-memaccess"
@@ -85,20 +90,19 @@
// Forward declarations and basic types
//-----------------------------------------------------------------------------
-struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
-struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
-struct ImDrawData; // All draw command lists required to render the frame
+struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
+struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
+struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
-struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
+struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
-struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
-#ifndef ImTextureID
-typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
-#endif
-struct ImGuiContext; // ImGui context (opaque)
+struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
+struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
+struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
+struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiListClipper; // Helper to manually clip large list of items
@@ -107,13 +111,16 @@
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
-struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
+struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
+#ifndef ImTextureID
+typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
+#endif
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
-typedef unsigned short ImWchar; // Character for keyboard input/display
+typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
@@ -135,6 +142,8 @@
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
+typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
+typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
@@ -161,7 +170,8 @@
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
- float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
+ float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
+ float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
@@ -204,7 +214,8 @@
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
- IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
+ IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
+ IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
@@ -219,9 +230,13 @@
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame.
- // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, which clicking will set the boolean to false when clicked.
- // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
- // Always call a matching End() for each Begin() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
+ // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
+ // which clicking will set the boolean to false when clicked.
+ // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
+ // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
+ // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
+ // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
+ // - Note that the bottom of window stack always contains a window called "Debug".
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
IMGUI_API void End();
@@ -235,11 +250,13 @@
IMGUI_API void EndChild();
// Windows Utilities
+ // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
IMGUI_API bool IsWindowAppearing();
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
- IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
+ IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
+
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
@@ -275,8 +292,8 @@
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
- IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
- IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
+ IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+ IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
// Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
@@ -299,7 +316,7 @@
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_API void PopItemWidth();
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
- IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+ IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
@@ -307,24 +324,26 @@
IMGUI_API void PopButtonRepeat();
// Cursor / Layout
+ // - By "cursor" we mean the current output position.
+ // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
- 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 NewLine(); // undo a SameLine()
- IMGUI_API void Spacing(); // add vertical spacing
- IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
+ IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
+ IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
+ IMGUI_API void Spacing(); // add vertical spacing.
+ IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
- IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
- IMGUI_API void EndGroup();
- IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
- IMGUI_API float GetCursorPosX(); // "
- IMGUI_API float GetCursorPosY(); // "
- IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
- IMGUI_API void SetCursorPosX(float x); // "
- IMGUI_API void SetCursorPosY(float y); // "
- IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
+ IMGUI_API void BeginGroup(); // lock horizontal starting position
+ IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+ IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
+ IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
+ IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
+ IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
+ IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
+ IMGUI_API void SetCursorPosY(float local_y); //
+ IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
- IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
+ IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
@@ -332,16 +351,17 @@
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
- // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
- // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
- // You can also use the "##foobar" syntax within widget label to distinguish them from each others.
- // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
- // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
- IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
- IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
- IMGUI_API void PushID(const void* ptr_id);
- IMGUI_API void PushID(int int_id);
- IMGUI_API void PopID();
+ // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
+ // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
+ // - The resulting ID are hashes of the entire stack.
+ // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
+ // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
+ // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
+ IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
+ IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
+ IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
+ IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
+ IMGUI_API void PopID(); // pop from the ID stack.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
@@ -362,7 +382,7 @@
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Widgets: Main
- // Most widgets return true when the value has been changed or when pressed/selected
+ // - Most widgets return true when the value has been changed or when pressed/selected
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
@@ -377,18 +397,19 @@
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box
- // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
- // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
+ // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
+ // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
- // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
- // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
- // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
- // Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
+ // Widgets: Drags
+ // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
+ // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
+ // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
+ // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
@@ -402,8 +423,9 @@
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
- // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
- // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
+ // Widgets: Sliders
+ // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
+ // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
@@ -420,23 +442,24 @@
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
// Widgets: Input with Keyboard
- // If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
+ // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
+ // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
- IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
+ IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
- // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
+ // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
@@ -445,7 +468,7 @@
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
- // TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
+ // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
IMGUI_API bool TreeNode(const char* label);
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
@@ -466,10 +489,13 @@
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
// Widgets: Selectables
+ // - A selectable highlights when hovered, and can display another color when selected.
+ // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
+ // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
@@ -482,7 +508,8 @@
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
- // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+ // Widgets: Value() Helpers.
+ // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v);
@@ -504,7 +531,14 @@
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
- // Popups
+ // Popups, Modals
+ // The properties of popups windows are:
+ // - They block normal mouse hovering detection outside them. (*)
+ // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
+ // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
+ // User can manipulate the visibility state by calling OpenPopup().
+ // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
+ // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
@@ -513,11 +547,12 @@
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
- IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
+ IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Columns
- // You can also use SameLine(pos_x) for simplified columns. The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
+ // - You can also use SameLine(pos_x) to mimic simplified columns.
+ // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
@@ -527,16 +562,25 @@
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
- // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
- IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
- IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
- IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
+ // Tab Bars, Tabs
+ // [BETA API] API may evolve!
+ IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
+ IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
+ IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
+ IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
+ IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
+
+ // Logging/Capture
+ // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
+ IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
+ IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
+ IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
// Drag and Drop
- // [BETA API] Missing Demo code. API may evolve.
+ // [BETA API] API may evolve!
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
@@ -544,39 +588,41 @@
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
-
+
// 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();
// Focus, Activation
- // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item")
+ // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Item/Widgets Utilities
- // See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
+ // - Most of the functions are referring to the last/previous item we submitted.
+ // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
+ IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive();
IMGUI_API bool IsAnyItemFocused();
- IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space
- IMGUI_API ImVec2 GetItemRectMax(); // "
- IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
+ IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
+ IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
+ IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
- IMGUI_API double GetTime();
- IMGUI_API int GetFrameCount();
+ IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
+ IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
@@ -605,33 +651,33 @@
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
- IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
+ IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
- IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+ IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
- IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered.
- IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
+ IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
+ IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Settings/.Ini Utilities
- // The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
- // Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
+ // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
+ // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Memory Utilities
- // All those functions are not reliant on the current context.
- // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
- IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
+ // - All those functions are not reliant on the current context.
+ // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
+ IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
@@ -664,6 +710,7 @@
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
+ ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
@@ -678,7 +725,7 @@
// [Obsolete]
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
- //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
+ //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
// Flags for ImGui::InputText()
@@ -758,6 +805,32 @@
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
};
+// Flags for ImGui::BeginTabBar()
+enum ImGuiTabBarFlags_
+{
+ ImGuiTabBarFlags_None = 0,
+ ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
+ ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
+ ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
+ ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
+ ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
+ ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
+ ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
+ ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
+ ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
+ ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
+};
+
+// Flags for ImGui::BeginTabItem()
+enum ImGuiTabItemFlags_
+{
+ ImGuiTabItemFlags_None = 0,
+ ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
+ ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
+ ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
+ ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
+};
+
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
@@ -954,6 +1027,11 @@
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
+ ImGuiCol_Tab,
+ ImGuiCol_TabHovered,
+ ImGuiCol_TabActive,
+ ImGuiCol_TabUnfocused,
+ ImGuiCol_TabUnfocusedActive,
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
@@ -968,8 +1046,9 @@
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
- , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
+ , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
+ , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
+ , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
#endif
@@ -1001,7 +1080,9 @@
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
+ ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
+ ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_COUNT
// Obsolete names (will be removed)
@@ -1082,9 +1163,71 @@
};
//-----------------------------------------------------------------------------
+// Helper: ImVector<>
+// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
+// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
+// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
+// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
+// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
+//-----------------------------------------------------------------------------
+
+template<typename T>
+struct ImVector
+{
+ int Size;
+ int Capacity;
+ T* Data;
+
+ // Provide standard typedefs but we don't use them ourselves.
+ typedef T value_type;
+ typedef value_type* iterator;
+ typedef const value_type* const_iterator;
+
+ // Constructors, destructor
+ inline ImVector() { Size = Capacity = 0; Data = NULL; }
+ inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
+ inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
+ inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
+
+ inline bool empty() const { return Size == 0; }
+ inline int size() const { return Size; }
+ inline int size_in_bytes() const { return Size * (int)sizeof(T); }
+ inline int capacity() const { return Capacity; }
+ inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
+ inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
+
+ inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
+ inline T* begin() { return Data; }
+ inline const T* begin() const { return Data; }
+ inline T* end() { return Data + Size; }
+ inline const T* end() const { return Data + Size; }
+ inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
+ inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
+ inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+ inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+ inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+ inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
+ inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+ inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
+ inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
+
+ // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
+ inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
+ inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
+ inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
+ inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
+ inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
+ inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
+ inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
+ inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
+ inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
+};
+
+//-----------------------------------------------------------------------------
// ImGuiStyle
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
-// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
+// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------
@@ -1112,7 +1255,10 @@
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
- ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
+ float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ float TabBorderSize; // Thickness of border around tabs.
+ ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
+ ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
@@ -1127,50 +1273,56 @@
//-----------------------------------------------------------------------------
// ImGuiIO
-// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
+// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//-----------------------------------------------------------------------------
struct ImGuiIO
{
//------------------------------------------------------------------
- // Configuration (fill once) // Default value:
+ // Configuration (fill once) // Default value
//------------------------------------------------------------------
- ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
- ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
- ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
- float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
- float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
- const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
- const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
- float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
- float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
- float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
- int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
- float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
- float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
- void* UserData; // = NULL // Store your own data for retrieval by callbacks.
+ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
+ ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
+ ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
+ float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
+ float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
+ const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
+ const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
+ float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
+ float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
+ float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
+ int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
+ float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
+ float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
+ void* UserData; // = NULL // Store your own data for retrieval by callbacks.
- ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
- float FontGlobalScale; // = 1.0f // Global scale all fonts
- bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
- ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
- ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
- ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [OBSOLETE] 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) // [OBSOLETE: just use io.DisplaySize!] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
+ ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
+ float FontGlobalScale; // = 1.0f // Global scale all fonts
+ bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
+ ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
+ ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
- // Miscellaneous configuration options
- bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
- bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
- bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
- bool ConfigResizeWindowsFromEdges; // = false // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
+ // Miscellaneous options
+ bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
+ bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
+ bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
+ bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
+ bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
//------------------------------------------------------------------
// Platform Functions
// (the imgui_impl_xxxx back-end files are setting those up for you)
//------------------------------------------------------------------
+ // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
+ const char* BackendPlatformName; // = NULL
+ const char* BackendRendererName; // = NULL
+ void* BackendPlatformUserData; // = NULL
+ void* BackendRendererUserData; // = NULL
+ void* BackendLanguageUserData; // = NULL
+
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)(void* user_data);
@@ -1180,14 +1332,14 @@
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
- void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+ void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);
#else
- // This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
+ // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
void* RenderDrawListsFnUnused;
#endif
@@ -1204,52 +1356,52 @@
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
- ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
- float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
+ float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
- IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
- IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
- inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
+ IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
+ IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
+ IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame()
//------------------------------------------------------------------
- bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
- bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
- bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
- bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
- bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
- bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
- bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
- float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
- int MetricsRenderVertices; // Vertices output during last call to Render()
- int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
- int MetricsRenderWindows; // Number of visible windows
- int MetricsActiveWindows; // Number of active windows
- int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
- ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
+ bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
+ bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
+ bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
+ bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
+ bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
+ bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
+ bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
+ float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
+ int MetricsRenderVertices; // Vertices output during last call to Render()
+ int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
+ int MetricsRenderWindows; // Number of visible windows
+ int MetricsActiveWindows; // Number of active windows
+ int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
+ ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
- ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
- ImVec2 MouseClickedPos[5]; // Position at time of clicking
- double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
- bool MouseClicked[5]; // Mouse button went from !Down to Down
- bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
- bool MouseReleased[5]; // Mouse button went from Down to !Down
- bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
- float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
- float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
- ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
- float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
- float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
- float KeysDownDurationPrev[512]; // Previous duration the key has been down
+ ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
+ ImVec2 MouseClickedPos[5]; // Position at time of clicking
+ double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
+ bool MouseClicked[5]; // Mouse button went from !Down to Down
+ bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
+ bool MouseReleased[5]; // Mouse button went from Down to !Down
+ bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
+ float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
+ float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
+ ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
+ float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
+ float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
+ float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
+ ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
@@ -1265,7 +1417,7 @@
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
-// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
+// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData
{
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
@@ -1327,6 +1479,7 @@
//-----------------------------------------------------------------------------
// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
+// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1334,17 +1487,17 @@
{
// OBSOLETED in 1.66 (from Sep 2018)
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
- // OBSOLETED in 1.63 (from Aug 2018)
+ // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
- // OBSOLETED in 1.61 (from Apr 2018)
- IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
- IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
- IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
- // OBSOLETED in 1.60 (from Dec 2017)
+ // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
+ IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
+ IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
- static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
+ static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
static inline void ShowTestWindow() { return ShowDemoWindow(); }
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
@@ -1362,7 +1515,7 @@
static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
}
-typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
+typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
#endif
@@ -1370,71 +1523,6 @@
// Helpers
//-----------------------------------------------------------------------------
-// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
-// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code!
-template<typename T>
-class ImVector
-{
-public:
- int Size;
- int Capacity;
- T* Data;
-
- typedef T value_type;
- typedef value_type* iterator;
- typedef const value_type* const_iterator;
-
- inline ImVector() { Size = Capacity = 0; Data = NULL; }
- inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
- inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
- inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
-
- inline bool empty() const { return Size == 0; }
- inline int size() const { return Size; }
- inline int capacity() const { return Capacity; }
- inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
- inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
-
- inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
- inline iterator begin() { return Data; }
- inline const_iterator begin() const { return Data; }
- inline iterator end() { return Data + Size; }
- inline const_iterator end() const { return Data + Size; }
- inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
- inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
- inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
- inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
- inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
-
- inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
- inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
- inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
- inline void reserve(int new_capacity)
- {
- if (new_capacity <= Capacity)
- return;
- value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
- if (Data)
- {
- memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
- ImGui::MemFree(Data);
- }
- Data = new_data;
- Capacity = new_capacity;
- }
-
- // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
- inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
- inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
- inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
- inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
- inline iterator erase(const_iterator it, const_iterator it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(value_type)); Size -= (int)count; return Data + off; }
- inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; }
- inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
- inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
- inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
-};
-
// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
@@ -1455,15 +1543,15 @@
};
// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
-#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
#endif
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
- IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
+ IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
IMGUI_API void Build();
void Clear() { InputBuf[0] = 0; Build(); }
@@ -1498,11 +1586,12 @@
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
- int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
+ int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
bool empty() { return Buf.Size <= 1; }
void clear() { Buf.clear(); }
void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
+ IMGUI_API void append(const char* str, const char* str_end = NULL);
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
};
@@ -1633,7 +1722,7 @@
// Draw callbacks for advanced uses.
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
-// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
+// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
@@ -1758,11 +1847,11 @@
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
- inline void PathClear() { _Path.resize(0); }
+ inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
- inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
- inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); } // Note: Anti-aliased filling requires points to be in clockwise order.
- inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); }
+ inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
+ inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
+ inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
@@ -1806,17 +1895,18 @@
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
+ ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
// Functions
ImDrawData() { Valid = false; Clear(); }
~ImDrawData() { Clear(); }
- void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
- IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
- IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+ void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
+ IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+ IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
//-----------------------------------------------------------------------------
-// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
struct ImFontConfig
@@ -1826,8 +1916,8 @@
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
- int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
- int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+ int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+ int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
@@ -1853,6 +1943,21 @@
float U0, V0, U1, V1; // Texture coordinates
};
+// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
+// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
+struct ImFontGlyphRangesBuilder
+{
+ ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
+
+ ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
+ bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
+ void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
+ void AddChar(ImWchar c) { SetBit(c); } // Add character
+ IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
+ IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
+ IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
+};
+
enum ImFontAtlasFlags_
{
ImFontAtlasFlags_None = 0,
@@ -1868,13 +1973,13 @@
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
-// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
+// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
-// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
+// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
-// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
+// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
struct ImFontAtlas
@@ -1895,12 +2000,12 @@
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// The pitch is always = Width * BytesPerPixels (1 or 4)
- // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
+ // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
- IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
+ bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
void SetTexID(ImTextureID id) { TexID = id; }
//-------------------------------------------
@@ -1909,7 +2014,7 @@
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
- // NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data.
+ // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
@@ -1918,19 +2023,6 @@
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
- // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
- struct GlyphRangesBuilder
- {
- ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
- GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
- bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
- void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
- void AddChar(ImWchar c) { SetBit(c); } // Add character
- IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
- IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
- IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
- };
-
//-------------------------------------------
// Custom Rectangles/Glyphs API
//-------------------------------------------
@@ -1965,7 +2057,7 @@
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
- int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
+ int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
@@ -1979,39 +2071,42 @@
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
+#endif
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
- // 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,0.f) // Offset font rendering by xx pixels
- ImVector<ImFontGlyph> Glyphs; // // All glyphs.
- ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
- ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
- const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
- float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
- ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
+ // Members: Hot ~20/24 bytes (for CalcTextSize)
+ ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
+ float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
+ float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
- // 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]
- bool DirtyLookupTables;
- int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+ // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
+ ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
+ ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
+ const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
+ ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
+
+ // Members: Cold ~32/40 bytes
+ ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
+ const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
+ short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
+ ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
+ float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
+ float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
+ int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+ bool DirtyLookupTables; // 1 // out //
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
- IMGUI_API void ClearOutputData();
- IMGUI_API void BuildLookupTable();
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
- IMGUI_API void SetFallbackChar(ImWchar c);
float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
@@ -2023,10 +2118,13 @@
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar 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;
- // [Internal]
+ // [Internal] Don't use!
+ IMGUI_API void BuildLookupTable();
+ IMGUI_API void ClearOutputData();
IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
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.
+ IMGUI_API void SetFallbackChar(ImWchar c);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index d9c9020..560224f 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1,24 +1,24 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
-// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
-// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
+// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
+// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
-// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
+// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
-// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
-// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
-// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
+// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
+// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
+// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant
-// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
+// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
// likely going to be stored outside your functions.
/*
@@ -27,6 +27,7 @@
// [SECTION] Forward Declarations, Helpers
// [SECTION] Demo Window / ShowDemoWindow()
+// [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
@@ -39,6 +40,7 @@
// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
*/
@@ -60,7 +62,6 @@
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#define vsnprintf _vsnprintf
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
@@ -68,6 +69,13 @@
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
+#endif
+#if __has_warning("-Wdouble-promotion")
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
@@ -83,9 +91,11 @@
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
#ifdef _WIN32
-#define IM_NEWLINE "\r\n"
+#define IM_NEWLINE "\r\n"
+#define snprintf _snprintf
+#define vsnprintf _vsnprintf
#else
-#define IM_NEWLINE "\n"
+#define IM_NEWLINE "\n"
#endif
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
@@ -101,6 +111,7 @@
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
+static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
@@ -167,6 +178,7 @@
void ImGui::ShowDemoWindow(bool* p_open)
{
// Examples Apps (accessible from the "Examples" menu)
+ static bool show_app_documents = false;
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_log = false;
@@ -179,6 +191,7 @@
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
+ if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace()
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log);
@@ -198,15 +211,7 @@
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
- if (show_app_about)
- {
- ImGui::Begin("About Dear ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
- ImGui::Text("Dear ImGui, %s", ImGui::GetVersion());
- ImGui::Separator();
- ImGui::Text("By Omar Cornut and all dear imgui contributors.");
- ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
- ImGui::End();
- }
+ if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
@@ -270,6 +275,7 @@
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
+ ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Help"))
@@ -323,8 +329,9 @@
ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); ShowHelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
- ImGui::Checkbox("io.ConfigResizeWindowsFromEdges [beta]", &io.ConfigResizeWindowsFromEdges);
+ ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); ShowHelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
+ ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); ShowHelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::TreePop();
@@ -333,6 +340,7 @@
if (ImGui::TreeNode("Backend Flags"))
{
+ ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
@@ -416,7 +424,7 @@
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
for (int i = 0; i < 7; i++)
{
- if (i > 0)
+ if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));
@@ -481,7 +489,7 @@
ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
static float f0 = 0.001f;
- ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
+ ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
static double d0 = 999999.00000001;
ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");
@@ -868,23 +876,44 @@
}
if (ImGui::TreeNode("Grid"))
{
- static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
- for (int i = 0; i < 16; i++)
+ static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
+ for (int i = 0; i < 4*4; i++)
{
ImGui::PushID(i);
if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
{
- int x = i % 4, y = i / 4;
- if (x > 0) selected[i - 1] ^= 1;
- if (x < 3) selected[i + 1] ^= 1;
- if (y > 0) selected[i - 4] ^= 1;
- if (y < 3) selected[i + 4] ^= 1;
+ // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary.
+ int x = i % 4;
+ int y = i / 4;
+ if (x > 0) { selected[i - 1] ^= 1; }
+ if (x < 3 && i < 15) { selected[i + 1] ^= 1; }
+ if (y > 0 && i > 3) { selected[i - 4] ^= 1; }
+ if (y < 3 && i < 12) { selected[i + 4] ^= 1; }
}
if ((i % 4) < 3) ImGui::SameLine();
ImGui::PopID();
}
ImGui::TreePop();
}
+ if (ImGui::TreeNode("Alignment"))
+ {
+ ShowHelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
+ static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
+ for (int y = 0; y < 3; y++)
+ {
+ for (int x = 0; x < 3; x++)
+ {
+ ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
+ char name[32];
+ sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
+ if (x > 0) ImGui::SameLine();
+ ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
+ ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80));
+ ImGui::PopStyleVar();
+ }
+ }
+ ImGui::TreePop();
+ }
ImGui::TreePop();
}
@@ -909,6 +938,8 @@
if (ImGui::TreeNode("Multi-line Text Input"))
{
+ // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
+ // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
static bool read_only = false;
static char text[1024*16] =
"/*\n"
@@ -942,7 +973,7 @@
static float values[90] = { 0 };
static int values_offset = 0;
static double refresh_time = 0.0;
- if (!animate || refresh_time == 0.0f)
+ if (!animate || refresh_time == 0.0)
refresh_time = ImGui::GetTime();
while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo
{
@@ -995,7 +1026,7 @@
if (ImGui::TreeNode("Color/Picker Widgets"))
{
- static ImVec4 color = ImColor(114, 144, 154, 200);
+ static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f);
static bool alpha_preview = true;
static bool alpha_half_preview = false;
@@ -1025,16 +1056,18 @@
ImGui::Text("Color button with Custom Picker Popup:");
- // Generate a dummy palette
- static bool saved_palette_inited = false;
- static ImVec4 saved_palette[32];
- if (!saved_palette_inited)
+ // Generate a dummy default palette. The palette will persist and can be edited.
+ static bool saved_palette_init = true;
+ static ImVec4 saved_palette[32] = { };
+ if (saved_palette_init)
+ {
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
{
ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
saved_palette[n].w = 1.0f; // Alpha
}
- saved_palette_inited = true;
+ saved_palette_init = false;
+ }
static ImVec4 backup_color;
bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
@@ -1047,12 +1080,12 @@
}
if (ImGui::BeginPopup("mypicker"))
{
- // FIXME: Adding a drag and drop example here would be perfect!
ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
ImGui::Separator();
ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
ImGui::SameLine();
- ImGui::BeginGroup();
+
+ ImGui::BeginGroup(); // Lock X position
ImGui::Text("Current");
ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40));
ImGui::Text("Previous");
@@ -1068,6 +1101,8 @@
if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20)))
color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+ // Allow user to drop colors into each palette entry
+ // (Note that ColorButton is already a drag source by default, unless using ImGuiColorEditFlags_NoDragDrop)
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
@@ -1144,15 +1179,15 @@
if (ImGui::TreeNode("Data Types"))
{
// The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double
- // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type,
- // and passing all arguments by address.
+ // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type,
+ // and passing all arguments by address.
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
- // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it
- // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address
+ // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it
+ // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address
// to the generic function. For example:
- // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
- // {
- // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
+ // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
+ // {
+ // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
// }
// Limits (as helper variables that we can take the address of)
@@ -1347,7 +1382,7 @@
static int mode = 0;
if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
- if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
+ if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" };
for (int n = 0; n < IM_ARRAYSIZE(names); n++)
{
@@ -1406,7 +1441,7 @@
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
ImGui::RadioButton("Text", &item_type, 0);
ImGui::RadioButton("Button", &item_type, 1);
- ImGui::RadioButton("CheckBox", &item_type, 2);
+ ImGui::RadioButton("Checkbox", &item_type, 2);
ImGui::RadioButton("SliderFloat", &item_type, 3);
ImGui::RadioButton("ColorEdit4", &item_type, 4);
ImGui::RadioButton("ListBox", &item_type, 5);
@@ -1414,7 +1449,7 @@
bool ret = false;
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
- if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox
+ if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
@@ -1428,6 +1463,7 @@
"IsItemHovered(_RectOnly) = %d\n"
"IsItemActive() = %d\n"
"IsItemEdited() = %d\n"
+ "IsItemActivated() = %d\n"
"IsItemDeactivated() = %d\n"
"IsItemDeactivatedEdit() = %d\n"
"IsItemVisible() = %d\n"
@@ -1443,6 +1479,7 @@
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
ImGui::IsItemActive(),
ImGui::IsItemEdited(),
+ ImGui::IsItemActivated(),
ImGui::IsItemDeactivated(),
ImGui::IsItemDeactivatedAfterEdit(),
ImGui::IsItemVisible(),
@@ -1487,12 +1524,12 @@
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
ImGui::BeginChild("child", ImVec2(0, 50), true);
- ImGui::Text("This is another child window for testing with the _ChildWindows flag.");
+ ImGui::Text("This is another child window for testing the _ChildWindows flag.");
ImGui::EndChild();
if (embed_all_inside_a_child_window)
ImGui::EndChild();
- // Calling IsItemHovered() after begin returns the hovered status of the title bar.
+ // Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window.
static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
@@ -1520,8 +1557,9 @@
if (!ImGui::CollapsingHeader("Layout"))
return;
- if (ImGui::TreeNode("Child regions"))
+ if (ImGui::TreeNode("Child windows"))
{
+ ShowHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
static bool disable_mouse_wheel = false;
static bool disable_menu = false;
ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
@@ -1536,7 +1574,8 @@
// Child 1: no border, enable horizontal scrollbar
{
- ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 300), false, ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0));
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
+ ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
for (int i = 0; i < 100; i++)
{
ImGui::Text("%04d: scrollable region", i);
@@ -1552,8 +1591,9 @@
// Child 2: rounded border
{
+ ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
- ImGui::BeginChild("Child2", ImVec2(0, 300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar));
+ ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
@@ -1575,6 +1615,27 @@
ImGui::PopStyleVar();
}
+ ImGui::Separator();
+
+ // Demonstrate a few extra things
+ // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)
+ // - Using SetCursorPos() to position the child window (because the child window is an item from the POV of the parent window)
+ // You can also call SetNextWindowPos() to position the child window. The parent window will effectively layout from this position.
+ // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window)
+ // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this.
+ {
+ ImGui::SetCursorPosX(50);
+ ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
+ ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
+ for (int n = 0; n < 50; n++)
+ ImGui::Text("Some test %d", n);
+ ImGui::EndChild();
+ ImVec2 child_rect_min = ImGui::GetItemRectMin();
+ ImVec2 child_rect_max = ImGui::GetItemRectMax();
+ ImGui::PopStyleColor();
+ ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);
+ }
+
ImGui::TreePop();
}
@@ -1702,9 +1763,80 @@
ImGui::TreePop();
}
+ if (ImGui::TreeNode("Tabs"))
+ {
+ if (ImGui::TreeNode("Basic"))
+ {
+ ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ if (ImGui::BeginTabItem("Avocado"))
+ {
+ ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ if (ImGui::BeginTabItem("Broccoli"))
+ {
+ ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ if (ImGui::BeginTabItem("Cucumber"))
+ {
+ ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Advanced & Close Button"))
+ {
+ // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
+ static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
+ if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+ tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+ // Tab Bar
+ const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
+ static bool opened[4] = { true, true, true, true }; // Persistent user state
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ {
+ if (n > 0) { ImGui::SameLine(); }
+ ImGui::Checkbox(names[n], &opened[n]);
+ }
+
+ // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): the underlying bool will be set to false when the tab is closed.
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n]))
+ {
+ ImGui::Text("This is the %s tab!", names[n]);
+ if (n & 1)
+ ImGui::Text("I am an odd tab.");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+
if (ImGui::TreeNode("Groups"))
{
- ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
+ ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
ImGui::BeginGroup();
{
ImGui::BeginGroup();
@@ -1748,7 +1880,7 @@
if (ImGui::TreeNode("Text Baseline Alignment"))
{
- ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
+ ShowHelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
@@ -1803,7 +1935,8 @@
if (ImGui::TreeNode("Scrolling"))
{
- ImGui::TextWrapped("(Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.)");
+ ShowHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.");
+
static bool track = true;
static int track_line = 50, scroll_to_px = 200;
ImGui::Checkbox("Track", &track);
@@ -1844,8 +1977,7 @@
if (ImGui::TreeNode("Horizontal Scrolling"))
{
- ImGui::Bullet(); ImGui::TextWrapped("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.");
- ImGui::Bullet(); ImGui::TextWrapped("You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
+ ShowHelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
static int lines = 7;
ImGui::SliderInt("Lines", &lines, 1, 15);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
@@ -1876,15 +2008,15 @@
ImGui::EndChild();
ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f;
- ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
+ ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) { scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine();
ImGui::Text("Scroll from code"); ImGui::SameLine();
- ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
+ ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) { scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine();
ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
if (scroll_x_delta != 0.0f)
{
ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
- ImGui::End();
+ ImGui::EndChild();
}
ImGui::TreePop();
}
@@ -1893,7 +2025,7 @@
{
static ImVec2 size(100, 100), offset(50, 20);
ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
- ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f");
+ ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag)");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y);
@@ -1910,12 +2042,13 @@
if (!ImGui::CollapsingHeader("Popups & Modal windows"))
return;
- // Popups are windows with a few special properties:
+ // The properties of popups windows are:
// - They block normal mouse hovering detection outside them. (*)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
+ // User can manipulate the visibility state by calling OpenPopup().
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
- // Those three properties are intimately connected. The library needs to hold their visibility state because it can close popups at any time.
+ // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
// Typical use for regular windows:
// bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
@@ -1923,7 +2056,7 @@
// if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
- // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
+ // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
if (ImGui::TreeNode("Popups"))
{
@@ -2019,7 +2152,7 @@
ImGui::Text("(You can also right-click me to the same popup as above.)");
ImGui::OpenPopupOnItemClick("item context menu", 1);
- // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
+ // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
// BeginPopupContextItem() will use the last item ID as the popup ID.
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
static char name[32] = "Label1";
@@ -2044,6 +2177,7 @@
if (ImGui::Button("Delete.."))
ImGui::OpenPopup("Delete?");
+
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
@@ -2066,17 +2200,32 @@
if (ImGui::Button("Stacked modals.."))
ImGui::OpenPopup("Stacked 1");
- if (ImGui::BeginPopupModal("Stacked 1"))
+ if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
{
+ if (ImGui::BeginMenuBar())
+ {
+ if (ImGui::BeginMenu("File"))
+ {
+ if (ImGui::MenuItem("Dummy menu item")) {}
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenuBar();
+ }
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
+
+ // Testing behavior of widgets stacking their own regular popups over the modal.
static int item = 1;
- ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
static float color[4] = { 0.4f,0.7f,0.0f,0.5f };
- ImGui::ColorEdit4("color", color); // This is to test behavior of stacked regular popups over a modal
+ ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+ ImGui::ColorEdit4("color", color);
if (ImGui::Button("Add another modal.."))
ImGui::OpenPopup("Stacked 2");
- if (ImGui::BeginPopupModal("Stacked 2"))
+
+ // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which will close the popup.
+ // Note that the visibility state of popups is owned by imgui, so the input value of the bool actually doesn't matter here.
+ bool dummy_open = true;
+ if (ImGui::BeginPopupModal("Stacked 2", &dummy_open))
{
ImGui::Text("Hello from Stacked The Second!");
if (ImGui::Button("Close"))
@@ -2400,9 +2549,9 @@
// Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
static float f3[3] = { 0.0f, 0.0f, 0.0f };
int focus_ahead = -1;
- if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine();
- if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine();
- if (ImGui::Button("Focus on Z")) focus_ahead = 2;
+ if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();
+ if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();
+ if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }
if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
@@ -2457,6 +2606,129 @@
}
//-----------------------------------------------------------------------------
+// [SECTION] About Window / ShowAboutWindow()
+// Access from ImGui Demo -> Help -> About
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowAboutWindow(bool* p_open)
+{
+ if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
+ {
+ ImGui::End();
+ return;
+ }
+ ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
+ ImGui::Separator();
+ ImGui::Text("By Omar Cornut and all dear imgui contributors.");
+ ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
+
+ static bool show_config_info = false;
+ ImGui::Checkbox("Config/Build Information", &show_config_info);
+ if (show_config_info)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiStyle& style = ImGui::GetStyle();
+
+ bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
+ ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove);
+ if (copy_to_clipboard)
+ ImGui::LogToClipboard();
+
+ ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+ ImGui::Separator();
+ ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
+ ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
+ ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
+#endif
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+ ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");
+#endif
+#ifdef _WIN32
+ ImGui::Text("define: _WIN32");
+#endif
+#ifdef _WIN64
+ ImGui::Text("define: _WIN64");
+#endif
+#ifdef __linux__
+ ImGui::Text("define: __linux__");
+#endif
+#ifdef __APPLE__
+ ImGui::Text("define: __APPLE__");
+#endif
+#ifdef _MSC_VER
+ ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
+#endif
+#ifdef __MINGW32__
+ ImGui::Text("define: __MINGW32__");
+#endif
+#ifdef __MINGW64__
+ ImGui::Text("define: __MINGW64__");
+#endif
+#ifdef __GNUC__
+ ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);
+#endif
+#ifdef __clang_version__
+ ImGui::Text("define: __clang_version__=%s", __clang_version__);
+#endif
+ ImGui::Separator();
+ ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
+ ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
+ ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
+ if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard");
+ if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad");
+ if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos");
+ if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard");
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse");
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange");
+ if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor");
+ if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
+ if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
+ if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
+ if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
+ ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
+ if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
+ if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
+ if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
+ ImGui::Separator();
+ ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
+ ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
+ ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ ImGui::Separator();
+ ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
+ ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
+ ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);
+ ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);
+ ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);
+ ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);
+ ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
+
+ if (copy_to_clipboard)
+ ImGui::LogFinish();
+ ImGui::EndChildFrame();
+ }
+ ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
@@ -2487,8 +2759,13 @@
if (ImGui::BeginCombo(label, font_current->GetDebugName()))
{
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
- if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current))
- io.FontDefault = io.Fonts->Fonts[n];
+ {
+ ImFont* font = io.Fonts->Fonts[n];
+ ImGui::PushID((void*)font);
+ if (ImGui::Selectable(font->GetDebugName(), font == font_current))
+ io.FontDefault = font;
+ ImGui::PopID();
+ }
ImGui::EndCombo();
}
ImGui::SameLine();
@@ -2537,186 +2814,201 @@
ImGui::SameLine();
ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
- if (ImGui::TreeNode("Rendering"))
- {
- ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
- ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
- ImGui::PushItemWidth(100);
- ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
- if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
- ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
- ImGui::PopItemWidth();
- ImGui::TreePop();
- }
+ ImGui::Separator();
- if (ImGui::TreeNode("Settings"))
+ if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
{
- ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f");
- ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
- ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
- ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
- ImGui::Text("BorderSize");
- ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::Text("Rounding");
- ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f");
- ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f");
- ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
- ImGui::Text("Alignment");
- ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
- ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
- ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Colors"))
- {
- static int output_dest = 0;
- static bool output_only_modified = true;
- if (ImGui::Button("Export Unsaved"))
+ if (ImGui::BeginTabItem("Sizes"))
{
- if (output_dest == 0)
- ImGui::LogToClipboard();
- else
- ImGui::LogToTTY();
- ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+ ImGui::Text("Main");
+ ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+ ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+ ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+ ImGui::Text("Borders");
+ ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
+ ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
+ ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
+ ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
+ ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
+ ImGui::Text("Rounding");
+ ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::Text("Alignment");
+ ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+ ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
+ ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a selectable is larger than its text content.");
+ ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
+ ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
+ ImGui::EndTabItem();
+ }
+
+ if (ImGui::BeginTabItem("Colors"))
+ {
+ static int output_dest = 0;
+ static bool output_only_modified = true;
+ if (ImGui::Button("Export Unsaved"))
+ {
+ if (output_dest == 0)
+ ImGui::LogToClipboard();
+ else
+ ImGui::LogToTTY();
+ ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+ for (int i = 0; i < ImGuiCol_COUNT; i++)
+ {
+ const ImVec4& col = style.Colors[i];
+ const char* name = ImGui::GetStyleColorName(i);
+ if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
+ ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
+ }
+ ImGui::LogFinish();
+ }
+ ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
+ ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
+
+ static ImGuiTextFilter filter;
+ filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
+
+ static ImGuiColorEditFlags alpha_flags = 0;
+ ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
+ ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
+ ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine();
+ ShowHelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu.");
+
+ ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
+ ImGui::PushItemWidth(-160);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
- const ImVec4& col = style.Colors[i];
const char* name = ImGui::GetStyleColorName(i);
- if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
- ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23-(int)strlen(name), "", col.x, col.y, col.z, col.w);
- }
- ImGui::LogFinish();
- }
- ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
- ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
-
- ImGui::Text("Tip: Left-click on colored square to open color picker,\nRight-click to open edit options menu.");
-
- static ImGuiTextFilter filter;
- filter.Draw("Filter colors", 200);
-
- static ImGuiColorEditFlags alpha_flags = 0;
- ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
- ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
- ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
-
- ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
- ImGui::PushItemWidth(-160);
- for (int i = 0; i < ImGuiCol_COUNT; i++)
- {
- const char* name = ImGui::GetStyleColorName(i);
- if (!filter.PassFilter(name))
- continue;
- ImGui::PushID(i);
- ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
- if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
- {
- // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
- // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
- }
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
- ImGui::TextUnformatted(name);
- ImGui::PopID();
- }
- ImGui::PopItemWidth();
- ImGui::EndChild();
-
- ImGui::TreePop();
- }
-
- bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size);
- if (fonts_opened)
- {
- ImFontAtlas* atlas = ImGui::GetIO().Fonts;
- if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
- {
- ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
- ImGui::TreePop();
- }
- ImGui::PushItemWidth(100);
- for (int i = 0; i < atlas->Fonts.Size; i++)
- {
- ImFont* font = atlas->Fonts[i];
- ImGui::PushID(font);
- bool font_details_opened = ImGui::TreeNode(font, "Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
- ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
- if (font_details_opened)
- {
- ImGui::PushFont(font);
- ImGui::Text("The quick brown fox jumps over the lazy dog");
- ImGui::PopFont();
- ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
- ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
- ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
- ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
- ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
- ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
- for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
- if (ImFontConfig* cfg = &font->ConfigData[config_i])
- ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
- if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+ if (!filter.PassFilter(name))
+ continue;
+ ImGui::PushID(i);
+ ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
+ if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
{
- // Display all glyphs of the fonts in separate pages of 256 characters
- for (int base = 0; base < 0x10000; base += 256)
+ // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
+ // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
+ ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
+ ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
+ }
+ ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
+ ImGui::TextUnformatted(name);
+ ImGui::PopID();
+ }
+ ImGui::PopItemWidth();
+ ImGui::EndChild();
+
+ ImGui::EndTabItem();
+ }
+
+ if (ImGui::BeginTabItem("Fonts"))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ ImFontAtlas* atlas = io.Fonts;
+ ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
+ ImGui::PushItemWidth(120);
+ for (int i = 0; i < atlas->Fonts.Size; i++)
+ {
+ ImFont* font = atlas->Fonts[i];
+ ImGui::PushID(font);
+ bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
+ ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
+ if (font_details_opened)
+ {
+ ImGui::PushFont(font);
+ ImGui::Text("The quick brown fox jumps over the lazy dog");
+ ImGui::PopFont();
+ ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
+ ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
+ ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
+ ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+ ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
+ const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
+ ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
+ for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
+ if (const ImFontConfig* cfg = &font->ConfigData[config_i])
+ ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
+ if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{
- int count = 0;
- for (int n = 0; n < 256; n++)
- count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
- if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base+255, count, count > 1 ? "glyphs" : "glyph"))
+ // Display all glyphs of the fonts in separate pages of 256 characters
+ for (int base = 0; base < 0x10000; base += 256)
{
- float cell_size = font->FontSize * 1;
- float cell_spacing = style.ItemSpacing.y;
- ImVec2 base_pos = ImGui::GetCursorScreenPos();
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ int count = 0;
for (int n = 0; n < 256; n++)
+ count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
+ if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
{
- ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
- ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
- const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base+n));
- draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
- if (glyph)
- font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
- if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
+ float cell_size = font->FontSize * 1;
+ float cell_spacing = style.ItemSpacing.y;
+ ImVec2 base_pos = ImGui::GetCursorScreenPos();
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ for (int n = 0; n < 256; n++)
{
- ImGui::BeginTooltip();
- ImGui::Text("Codepoint: U+%04X", base+n);
- ImGui::Separator();
- ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
- ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
- ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
- ImGui::EndTooltip();
+ ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+ ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+ const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
+ draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
+ if (glyph)
+ font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
+ if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
+ {
+ ImGui::BeginTooltip();
+ ImGui::Text("Codepoint: U+%04X", base + n);
+ ImGui::Separator();
+ ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
+ ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
+ ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+ ImGui::EndTooltip();
+ }
}
+ ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
+ ImGui::TreePop();
}
- ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
- ImGui::TreePop();
}
+ ImGui::TreePop();
}
ImGui::TreePop();
}
+ ImGui::PopID();
+ }
+ if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+ {
+ ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128));
ImGui::TreePop();
}
- ImGui::PopID();
+
+ static float window_scale = 1.0f;
+ if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
+ ImGui::SetWindowFontScale(window_scale);
+ ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything
+ ImGui::PopItemWidth();
+
+ ImGui::EndTabItem();
}
- static float window_scale = 1.0f;
- ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window
- ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
- ImGui::PopItemWidth();
- ImGui::SetWindowFontScale(window_scale);
- ImGui::TreePop();
+
+ if (ImGui::BeginTabItem("Rendering"))
+ {
+ ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
+ ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
+ ImGui::PushItemWidth(100);
+ ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
+ if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
+ ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+ ImGui::PopItemWidth();
+
+ ImGui::EndTabItem();
+ }
+
+ ImGui::EndTabBar();
}
ImGui::PopItemWidth();
@@ -2825,10 +3117,12 @@
{
char InputBuf[256];
ImVector<char*> Items;
- bool ScrollToBottom;
+ ImVector<const char*> Commands;
ImVector<char*> History;
int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
- ImVector<const char*> Commands;
+ ImGuiTextFilter Filter;
+ bool AutoScroll;
+ bool ScrollToBottom;
ExampleAppConsole()
{
@@ -2839,6 +3133,8 @@
Commands.push_back("HISTORY");
Commands.push_back("CLEAR");
Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
+ AutoScroll = true;
+ ScrollToBottom = true;
AddLog("Welcome to Dear ImGui!");
}
~ExampleAppConsole()
@@ -2851,7 +3147,7 @@
// Portable helpers
static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
- static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }
+ static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); }
static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; }
void ClearLog()
@@ -2872,7 +3168,8 @@
buf[IM_ARRAYSIZE(buf)-1] = 0;
va_end(args);
Items.push_back(Strdup(buf));
- ScrollToBottom = true;
+ if (AutoScroll)
+ ScrollToBottom = true;
}
void Draw(const char* title, bool* p_open)
@@ -2898,7 +3195,7 @@
// TODO: display items starting from the bottom
- if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
+ if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine();
@@ -2907,10 +3204,20 @@
ImGui::Separator();
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
- static ImGuiTextFilter filter;
- filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
- ImGui::PopStyleVar();
+ // Options menu
+ if (ImGui::BeginPopup("Options"))
+ {
+ if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
+ if (AutoScroll)
+ ScrollToBottom = true;
+ ImGui::EndPopup();
+ }
+
+ // Options, Filter
+ if (ImGui::Button("Options"))
+ ImGui::OpenPopup("Options");
+ ImGui::SameLine();
+ Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
ImGui::Separator();
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text
@@ -2935,18 +3242,19 @@
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
- ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text);
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
- if (!filter.PassFilter(item))
+ if (!Filter.PassFilter(item))
continue;
- ImVec4 col = col_default_text;
- if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
- else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
- ImGui::PushStyleColor(ImGuiCol_Text, col);
+
+ // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.)
+ bool pop_color = false;
+ if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; }
+ else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; }
ImGui::TextUnformatted(item);
- ImGui::PopStyleColor();
+ if (pop_color)
+ ImGui::PopStyleColor();
}
if (copy_to_clipboard)
ImGui::LogFinish();
@@ -3013,6 +3321,9 @@
{
AddLog("Unknown command: '%s'\n", command_line);
}
+
+ // On commad input, we scroll to bottom even if AutoScroll==false
+ ScrollToBottom = true;
}
static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
@@ -3140,10 +3451,23 @@
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
- ImVector<int> LineOffsets; // Index to lines offset
+ ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
+ bool AutoScroll;
bool ScrollToBottom;
- void Clear() { Buf.clear(); LineOffsets.clear(); }
+ ExampleAppLog()
+ {
+ AutoScroll = true;
+ ScrollToBottom = false;
+ Clear();
+ }
+
+ void Clear()
+ {
+ Buf.clear();
+ LineOffsets.clear();
+ LineOffsets.push_back(0);
+ }
void AddLog(const char* fmt, ...) IM_FMTARGS(2)
{
@@ -3154,43 +3478,88 @@
va_end(args);
for (int new_size = Buf.size(); old_size < new_size; old_size++)
if (Buf[old_size] == '\n')
- LineOffsets.push_back(old_size);
- ScrollToBottom = true;
+ LineOffsets.push_back(old_size + 1);
+ if (AutoScroll)
+ ScrollToBottom = true;
}
void Draw(const char* title, bool* p_open = NULL)
{
- ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open))
{
ImGui::End();
return;
}
- if (ImGui::Button("Clear")) Clear();
+
+ // Options menu
+ if (ImGui::BeginPopup("Options"))
+ {
+ if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
+ if (AutoScroll)
+ ScrollToBottom = true;
+ ImGui::EndPopup();
+ }
+
+ // Main window
+ if (ImGui::Button("Options"))
+ ImGui::OpenPopup("Options");
+ ImGui::SameLine();
+ bool clear = ImGui::Button("Clear");
ImGui::SameLine();
bool copy = ImGui::Button("Copy");
ImGui::SameLine();
Filter.Draw("Filter", -100.0f);
+
ImGui::Separator();
ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
- if (copy) ImGui::LogToClipboard();
+ if (clear)
+ Clear();
+ if (copy)
+ ImGui::LogToClipboard();
+
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+ const char* buf = Buf.begin();
+ const char* buf_end = Buf.end();
if (Filter.IsActive())
{
- const char* buf_begin = Buf.begin();
- const char* line = buf_begin;
- for (int line_no = 0; line != NULL; line_no++)
+ // In this example we don't use the clipper when Filter is enabled.
+ // This is because we don't have a random access on the result on our filter.
+ // A real application processing logs with ten of thousands of entries may want to store the result of search/filter.
+ // especially if the filtering function is not trivial (e.g. reg-exp).
+ for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
- const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
- if (Filter.PassFilter(line, line_end))
- ImGui::TextUnformatted(line, line_end);
- line = line_end && line_end[1] ? line_end + 1 : NULL;
+ const char* line_start = buf + LineOffsets[line_no];
+ const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
+ if (Filter.PassFilter(line_start, line_end))
+ ImGui::TextUnformatted(line_start, line_end);
}
}
else
{
- ImGui::TextUnformatted(Buf.begin());
+ // The simplest and easy way to display the entire buffer:
+ // ImGui::TextUnformatted(buf_begin, buf_end);
+ // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
+ // Here we instead demonstrate using the clipper to only process lines that are within the visible area.
+ // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
+ // Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
+ // both of which we can handle since we an array pointing to the beginning of each line of text.
+ // When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
+ // Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
+ ImGuiListClipper clipper;
+ clipper.Begin(LineOffsets.Size);
+ while (clipper.Step())
+ {
+ for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+ {
+ const char* line_start = buf + LineOffsets[line_no];
+ const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
+ ImGui::TextUnformatted(line_start, line_end);
+ }
+ }
+ clipper.End();
}
+ ImGui::PopStyleVar();
if (ScrollToBottom)
ImGui::SetScrollHereY(1.0f);
@@ -3205,15 +3574,24 @@
{
static ExampleAppLog log;
- // Demo: add random items (unless Ctrl is held)
- static double last_time = -1.0;
- double time = ImGui::GetTime();
- if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)
+ // For the demo: add a debug button _BEFORE_ the normal log window contents
+ // We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window.
+ // Most of the contents of the window will be added by the log.Draw() call.
+ ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
+ ImGui::Begin("Example: Log", p_open);
+ if (ImGui::SmallButton("[Debug] Add 5 entries"))
{
- const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
- log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount());
- last_time = time;
+ static int counter = 0;
+ for (int n = 0; n < 5; n++)
+ {
+ const char* categories[3] = { "info", "warn", "error" };
+ const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
+ log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
+ ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
+ counter++;
+ }
}
+ ImGui::End();
log.Draw("Example: Log", p_open);
}
@@ -3226,7 +3604,7 @@
static void ShowExampleAppLayout(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
- if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar))
+ if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
@@ -3256,7 +3634,20 @@
ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
ImGui::Text("MyObject: %d", selected);
ImGui::Separator();
- ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+ if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
+ {
+ if (ImGui::BeginTabItem("Description"))
+ {
+ ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+ ImGui::EndTabItem();
+ }
+ if (ImGui::BeginTabItem("Details"))
+ {
+ ImGui::Text("ID: 0123456789");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
ImGui::EndChild();
if (ImGui::Button("Revert")) {}
ImGui::SameLine();
@@ -3439,8 +3830,8 @@
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
- if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
- if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
+ if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
+ if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
@@ -3478,17 +3869,20 @@
{
const float DISTANCE = 10.0f;
static int corner = 0;
- ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE);
- ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
+ ImGuiIO& io = ImGui::GetIO();
if (corner != -1)
+ {
+ ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
+ ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+ }
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
- if (ImGui::Begin("Example: Simple Overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
+ if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
{
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
ImGui::Separator();
if (ImGui::IsMousePosValid())
- ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
+ ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse Position: <invalid>");
if (ImGui::BeginPopupContextWindow())
@@ -3563,27 +3957,30 @@
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
- ImGui::ColorEdit3("Color", &col.x);
+ ImGui::ColorEdit4("Color", &col.x);
{
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
for (int n = 0; n < 2; n++)
{
- float curr_thickness = (n == 0) ? 1.0f : thickness;
- draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing;
- draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
- draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
- draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); x += sz+spacing;
- draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, curr_thickness); x += sz+spacing;
- draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
- draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
- draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); x += sz+spacing; // Diagonal line
- draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, curr_thickness);
+ // First line uses a thickness of 1.0, second line uses the configurable thickness
+ float th = (n == 0) ? 1.0f : thickness;
+ draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
+ draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
+ draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line
+ draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th);
x = p.x + 4;
y += sz+spacing;
}
- draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
+ draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon
+ draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;
@@ -3647,9 +4044,280 @@
ImGui::End();
}
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
+//-----------------------------------------------------------------------------
+
+// Simplified structure to mimic a Document model
+struct MyDocument
+{
+ const char* Name; // Document title
+ bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo)
+ bool OpenPrev; // Copy of Open from last update.
+ bool Dirty; // Set when the document has been modified
+ bool WantClose; // Set when the document
+ ImVec4 Color; // An arbitrary variable associated to the document
+
+ MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f))
+ {
+ Name = name;
+ Open = OpenPrev = open;
+ Dirty = false;
+ WantClose = false;
+ Color = color;
+ }
+ void DoOpen() { Open = true; }
+ void DoQueueClose() { WantClose = true; }
+ void DoForceClose() { Open = false; Dirty = false; }
+ void DoSave() { Dirty = false; }
+
+ // Display dummy contents for the Document
+ static void DisplayContents(MyDocument* doc)
+ {
+ ImGui::PushID(doc);
+ ImGui::Text("Document \"%s\"", doc->Name);
+ ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
+ ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
+ ImGui::PopStyleColor();
+ if (ImGui::Button("Modify", ImVec2(100, 0)))
+ doc->Dirty = true;
+ ImGui::SameLine();
+ if (ImGui::Button("Save", ImVec2(100, 0)))
+ doc->DoSave();
+ ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
+ ImGui::PopID();
+ }
+
+ // Display context menu for the Document
+ static void DisplayContextMenu(MyDocument* doc)
+ {
+ if (!ImGui::BeginPopupContextItem())
+ return;
+
+ char buf[256];
+ sprintf(buf, "Save %s", doc->Name);
+ if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))
+ doc->DoSave();
+ if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))
+ doc->DoQueueClose();
+ ImGui::EndPopup();
+ }
+};
+
+struct ExampleAppDocuments
+{
+ ImVector<MyDocument> Documents;
+
+ ExampleAppDocuments()
+ {
+ Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
+ Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
+ Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
+ Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
+ Documents.push_back(MyDocument("A Rather Long Title", false));
+ Documents.push_back(MyDocument("Some Document", false));
+ }
+};
+
+// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
+// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed
+// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence.
+// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar
+// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame.
+// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
+// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
+static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
+{
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ {
+ MyDocument* doc = &app.Documents[doc_n];
+ if (!doc->Open && doc->OpenPrev)
+ ImGui::SetTabItemClosed(doc->Name);
+ doc->OpenPrev = doc->Open;
+ }
+}
+
+void ShowExampleAppDocuments(bool* p_open)
+{
+ static ExampleAppDocuments app;
+
+ if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar))
+ {
+ ImGui::End();
+ return;
+ }
+
+ // Options
+ static bool opt_reorderable = true;
+ static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
+
+ // Menu
+ if (ImGui::BeginMenuBar())
+ {
+ if (ImGui::BeginMenu("File"))
+ {
+ int open_count = 0;
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ open_count += app.Documents[doc_n].Open ? 1 : 0;
+
+ if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))
+ {
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ {
+ MyDocument* doc = &app.Documents[doc_n];
+ if (!doc->Open)
+ if (ImGui::MenuItem(doc->Name))
+ doc->DoOpen();
+ }
+ ImGui::EndMenu();
+ }
+ if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ app.Documents[doc_n].DoQueueClose();
+ if (ImGui::MenuItem("Exit", "Alt+F4")) {}
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenuBar();
+ }
+
+ // [Debug] List documents with one checkbox for each
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ {
+ MyDocument* doc = &app.Documents[doc_n];
+ if (doc_n > 0)
+ ImGui::SameLine();
+ ImGui::PushID(doc);
+ if (ImGui::Checkbox(doc->Name, &doc->Open))
+ if (!doc->Open)
+ doc->DoForceClose();
+ ImGui::PopID();
+ }
+
+ ImGui::Separator();
+
+ // Submit Tab Bar and Tabs
+ {
+ ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
+ if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
+ {
+ if (opt_reorderable)
+ NotifyOfDocumentsClosedElsewhere(app);
+
+ // [DEBUG] Stress tests
+ //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
+ //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..
+
+ // Submit Tabs
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ {
+ MyDocument* doc = &app.Documents[doc_n];
+ if (!doc->Open)
+ continue;
+
+ ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
+ bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);
+
+ // Cancel attempt to close when unsaved add to save queue so we can display a popup.
+ if (!doc->Open && doc->Dirty)
+ {
+ doc->Open = true;
+ doc->DoQueueClose();
+ }
+
+ MyDocument::DisplayContextMenu(doc);
+ if (visible)
+ {
+ MyDocument::DisplayContents(doc);
+ ImGui::EndTabItem();
+ }
+ }
+
+ ImGui::EndTabBar();
+ }
+ }
+
+ // Update closing queue
+ static ImVector<MyDocument*> close_queue;
+ if (close_queue.empty())
+ {
+ // Close queue is locked once we started a popup
+ for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+ {
+ MyDocument* doc = &app.Documents[doc_n];
+ if (doc->WantClose)
+ {
+ doc->WantClose = false;
+ close_queue.push_back(doc);
+ }
+ }
+ }
+
+ // Display closing confirmation UI
+ if (!close_queue.empty())
+ {
+ int close_queue_unsaved_documents = 0;
+ for (int n = 0; n < close_queue.Size; n++)
+ if (close_queue[n]->Dirty)
+ close_queue_unsaved_documents++;
+
+ if (close_queue_unsaved_documents == 0)
+ {
+ // Close documents when all are unsaved
+ for (int n = 0; n < close_queue.Size; n++)
+ close_queue[n]->DoForceClose();
+ close_queue.clear();
+ }
+ else
+ {
+ if (!ImGui::IsPopupOpen("Save?"))
+ ImGui::OpenPopup("Save?");
+ if (ImGui::BeginPopupModal("Save?"))
+ {
+ ImGui::Text("Save change to the following items?");
+ ImGui::PushItemWidth(-1.0f);
+ ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6);
+ for (int n = 0; n < close_queue.Size; n++)
+ if (close_queue[n]->Dirty)
+ ImGui::Text("%s", close_queue[n]->Name);
+ ImGui::ListBoxFooter();
+
+ if (ImGui::Button("Yes", ImVec2(80, 0)))
+ {
+ for (int n = 0; n < close_queue.Size; n++)
+ {
+ if (close_queue[n]->Dirty)
+ close_queue[n]->DoSave();
+ close_queue[n]->DoForceClose();
+ }
+ close_queue.clear();
+ ImGui::CloseCurrentPopup();
+ }
+ ImGui::SameLine();
+ if (ImGui::Button("No", ImVec2(80, 0)))
+ {
+ for (int n = 0; n < close_queue.Size; n++)
+ close_queue[n]->DoForceClose();
+ close_queue.clear();
+ ImGui::CloseCurrentPopup();
+ }
+ ImGui::SameLine();
+ if (ImGui::Button("Cancel", ImVec2(80, 0)))
+ {
+ close_queue.clear();
+ ImGui::CloseCurrentPopup();
+ }
+ ImGui::EndPopup();
+ }
+ }
+ }
+
+ ImGui::End();
+}
+
// End of Demo code
#else
+void ImGui::ShowAboutWindow(bool*) {}
void ImGui::ShowDemoWindow(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 7e733f6..25ce75f 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 WIP
// (drawing and font code)
/*
@@ -12,7 +12,8 @@
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
-// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
+// [SECTION] ImFontAtlas glyph ranges helpers
+// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] Internal Render Helpers
// [SECTION] Decompression code
@@ -32,7 +33,7 @@
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
-#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__)
+#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
@@ -56,6 +57,9 @@
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
+#endif
#if __has_warning("-Wcomma")
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
#endif
@@ -63,7 +67,7 @@
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#if __has_warning("-Wdouble-promotion")
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
@@ -79,7 +83,7 @@
//-------------------------------------------------------------------------
// Compile time options:
-//#define IMGUI_STB_NAMESPACE ImGuiStb
+//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
@@ -159,7 +163,7 @@
#endif
#ifdef IMGUI_STB_NAMESPACE
-} // namespace ImGuiStb
+} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif
@@ -175,7 +179,7 @@
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
- colors[ImGuiCol_ChildBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.00f);
+ colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
@@ -205,6 +209,11 @@
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -255,6 +264,11 @@
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -306,6 +320,11 @@
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -388,7 +407,7 @@
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
-#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
+#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
void ImDrawList::AddDrawCmd()
{
@@ -640,7 +659,13 @@
_IdxWritePtr += 6;
}
+// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
+// Those macros expects l-values.
+#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
+#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } }
+
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
{
if (points_count < 2)
@@ -664,16 +689,17 @@
PrimReserve(idx_count, vtx_count);
// Temporary buffer
- ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
+ ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
ImVec2* temp_points = temp_normals + points_count;
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
- ImVec2 diff = points[i2] - points[i1];
- diff *= ImInvLength(diff, 1.0f);
- temp_normals[i1].x = diff.y;
- temp_normals[i1].y = -diff.x;
+ float dx = points[i2].x - points[i1].x;
+ float dy = points[i2].y - points[i1].y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ temp_normals[i1].x = dy;
+ temp_normals[i1].y = -dx;
}
if (!closed)
temp_normals[points_count-1] = temp_normals[points_count-2];
@@ -696,17 +722,18 @@
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
// Average normals
- ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
- float dmr2 = dm.x*dm.x + dm.y*dm.y;
- if (dmr2 > 0.000001f)
- {
- float scale = 1.0f / dmr2;
- if (scale > 100.0f) scale = 100.0f;
- dm *= scale;
- }
- dm *= AA_SIZE;
- temp_points[i2*2+0] = points[i2] + dm;
- temp_points[i2*2+1] = points[i2] - dm;
+ float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+ float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+ IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f)
+ dm_x *= AA_SIZE;
+ dm_y *= AA_SIZE;
+
+ // Add temporary vertexes
+ ImVec2* out_vtx = &temp_points[i2*2];
+ out_vtx[0].x = points[i2].x + dm_x;
+ out_vtx[0].y = points[i2].y + dm_y;
+ out_vtx[1].x = points[i2].x - dm_x;
+ out_vtx[1].y = points[i2].y - dm_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
@@ -750,20 +777,24 @@
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
// Average normals
- ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
- float dmr2 = dm.x*dm.x + dm.y*dm.y;
- if (dmr2 > 0.000001f)
- {
- float scale = 1.0f / dmr2;
- if (scale > 100.0f) scale = 100.0f;
- dm *= scale;
- }
- ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
- ImVec2 dm_in = dm * half_inner_thickness;
- temp_points[i2*4+0] = points[i2] + dm_out;
- temp_points[i2*4+1] = points[i2] + dm_in;
- temp_points[i2*4+2] = points[i2] - dm_in;
- temp_points[i2*4+3] = points[i2] - dm_out;
+ float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+ float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+ IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
+ float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
+ float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
+ float dm_in_x = dm_x * half_inner_thickness;
+ float dm_in_y = dm_y * half_inner_thickness;
+
+ // Add temporary vertexes
+ ImVec2* out_vtx = &temp_points[i2*4];
+ out_vtx[0].x = points[i2].x + dm_out_x;
+ out_vtx[0].y = points[i2].y + dm_out_y;
+ out_vtx[1].x = points[i2].x + dm_in_x;
+ out_vtx[1].y = points[i2].y + dm_in_y;
+ out_vtx[2].x = points[i2].x - dm_in_x;
+ out_vtx[2].y = points[i2].y - dm_in_y;
+ out_vtx[3].x = points[i2].x - dm_out_x;
+ out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
@@ -801,11 +832,13 @@
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
- ImVec2 diff = p2 - p1;
- diff *= ImInvLength(diff, 1.0f);
- const float dx = diff.x * (thickness * 0.5f);
- const float dy = diff.y * (thickness * 0.5f);
+ float dx = p2.x - p1.x;
+ float dy = p2.y - p1.y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ dx *= (thickness * 0.5f);
+ dy *= (thickness * 0.5f);
+
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
@@ -820,6 +853,7 @@
}
}
+// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
@@ -846,15 +880,16 @@
}
// Compute normals
- ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
+ ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
- ImVec2 diff = p1 - p0;
- diff *= ImInvLength(diff, 1.0f);
- temp_normals[i0].x = diff.y;
- temp_normals[i0].y = -diff.x;
+ float dx = p1.x - p0.x;
+ float dy = p1.y - p0.y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ temp_normals[i0].x = dy;
+ temp_normals[i0].y = -dx;
}
for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
@@ -862,19 +897,15 @@
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
- ImVec2 dm = (n0 + n1) * 0.5f;
- float dmr2 = dm.x*dm.x + dm.y*dm.y;
- if (dmr2 > 0.000001f)
- {
- float scale = 1.0f / dmr2;
- if (scale > 100.0f) scale = 100.0f;
- dm *= scale;
- }
- dm *= AA_SIZE * 0.5f;
+ float dm_x = (n0.x + n1.x) * 0.5f;
+ float dm_y = (n0.y + n1.y) * 0.5f;
+ IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
+ dm_x *= AA_SIZE * 0.5f;
+ dm_y *= AA_SIZE * 0.5f;
// Add vertices
- _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
- _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
+ _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
+ _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
@@ -926,6 +957,9 @@
_Path.push_back(centre);
return;
}
+
+ // Note that we are adding a point at both a_min and a_max.
+ // If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++)
{
@@ -1109,21 +1143,23 @@
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
{
- if ((col & IM_COL32_A_MASK) == 0)
+ if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
- PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
+ PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{
- if ((col & IM_COL32_A_MASK) == 0)
+ if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
- PathArcTo(centre, radius, 0.0f, a_max, num_segments);
+ PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
@@ -1251,8 +1287,10 @@
}
}
-// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
-void ImDrawData::ScaleClipRects(const ImVec2& scale)
+// Helper to scale the ClipRect field of each ImDrawCmd.
+// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
+// or if there is a difference between your window resolution and framebuffer resolution.
+void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
for (int i = 0; i < CmdListsCount; i++)
{
@@ -1260,7 +1298,7 @@
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
- cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
+ cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
}
}
}
@@ -1323,7 +1361,7 @@
FontDataOwnedByAtlas = true;
FontNo = 0;
SizePixels = 0.0f;
- OversampleH = 3;
+ OversampleH = 3; // FIXME: 2 may be a better default?
OversampleV = 1;
PixelSnapH = false;
GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
@@ -1489,7 +1527,7 @@
GetTexDataAsAlpha8(&pixels, NULL, NULL);
if (pixels)
{
- TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
+ TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)TexHeight * 4);
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
@@ -1513,11 +1551,11 @@
if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont));
else
- IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
+ IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
- if (!new_font_cfg.DstFont)
+ if (new_font_cfg.DstFont == NULL)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
@@ -1556,8 +1594,10 @@
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
}
- if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
- if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
+ if (font_cfg.SizePixels <= 0.0f)
+ font_cfg.SizePixels = 13.0f * 1.0f;
+ if (font_cfg.Name[0] == '\0')
+ ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
@@ -1705,139 +1745,218 @@
data[i] = table[data[i]];
}
+// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
+// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
+struct ImFontBuildSrcData
+{
+ stbtt_fontinfo FontInfo;
+ stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
+ stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
+ stbtt_packedchar* PackedChars; // Output glyphs
+ const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
+ int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
+ int GlyphsHighest; // Highest requested codepoint
+ int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
+ ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
+ ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
+};
+
+// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
+struct ImFontBuildDstData
+{
+ int SrcCount; // Number of source fonts targeting this destination font.
+ int GlyphsHighest;
+ int GlyphsCount;
+ ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
+};
+
+static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
+{
+ IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
+ const int* it_begin = in->Storage.begin();
+ const int* it_end = in->Storage.end();
+ for (const int* it = it_begin; it < it_end; it++)
+ if (int entries_32 = *it)
+ for (int bit_n = 0; bit_n < 32; bit_n++)
+ if (entries_32 & (1 << bit_n))
+ out->push_back((int)((it - it_begin) << 5) + bit_n);
+}
+
bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
+ // Clear atlas
atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
- // Count glyphs/ranges
- int total_glyphs_count = 0;
- int total_ranges_count = 0;
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // Temporary storage for building
+ ImVector<ImFontBuildSrcData> src_tmp_array;
+ ImVector<ImFontBuildDstData> dst_tmp_array;
+ src_tmp_array.resize(atlas->ConfigData.Size);
+ dst_tmp_array.resize(atlas->Fonts.Size);
+ memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
+ memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
+
+ // 1. Initialize font loading structure, check font data validity
+ for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- if (!cfg.GlyphRanges)
- cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
- for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++)
- total_glyphs_count += (in_range[1] - in_range[0]) + 1;
- }
-
- // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
- // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
- atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
- atlas->TexHeight = 0;
-
- // Start packing
- const int max_tex_height = 1024*32;
- stbtt_pack_context spc = {};
- if (!stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL))
- return false;
- stbtt_PackSetOversampling(&spc, 1, 1);
-
- // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
- ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
-
- // Initialize font information (so we can error without any cleanup)
- struct ImFontTempBuildData
- {
- stbtt_fontinfo FontInfo;
- stbrp_rect* Rects;
- int RectsCount;
- stbtt_pack_range* Ranges;
- int RangesCount;
- };
- ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)atlas->ConfigData.Size * sizeof(ImFontTempBuildData));
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
- {
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- ImFontTempBuildData& tmp = tmp_array[input_i];
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
+ // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
+ src_tmp.DstIndex = -1;
+ for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
+ if (cfg.DstFont == atlas->Fonts[output_i])
+ src_tmp.DstIndex = output_i;
+ IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
+ if (src_tmp.DstIndex == -1)
+ return false;
+
+ // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
- if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
- {
- atlas->TexWidth = atlas->TexHeight = 0; // Reset output on failure
- ImGui::MemFree(tmp_array);
+ if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
return false;
- }
+
+ // Measure highest codepoints
+ ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+ src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
+ for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+ src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+ dst_tmp.SrcCount++;
+ dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
+ // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
+ int total_glyphs_count = 0;
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+ src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
+ if (dst_tmp.GlyphsSet.Storage.empty())
+ dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
+
+ for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+ for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
+ {
+ if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
+ continue;
+ if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
+ continue;
+
+ // Add to avail set/counters
+ src_tmp.GlyphsCount++;
+ dst_tmp.GlyphsCount++;
+ src_tmp.GlyphsSet.SetBit(codepoint, true);
+ dst_tmp.GlyphsSet.SetBit(codepoint, true);
+ total_glyphs_count++;
+ }
+ }
+
+ // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
+ UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
+ src_tmp.GlyphsSet.Clear();
+ IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
+ }
+ for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
+ dst_tmp_array[dst_i].GlyphsSet.Clear();
+ dst_tmp_array.clear();
+
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
- int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
- stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar));
- stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect));
- stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range));
- memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar));
- memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
- memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range));
+ // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
+ ImVector<stbrp_rect> buf_rects;
+ ImVector<stbtt_packedchar> buf_packedchars;
+ buf_rects.resize(total_glyphs_count);
+ buf_packedchars.resize(total_glyphs_count);
+ memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
+ memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
- // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
+ int total_surface = 0;
+ int buf_rects_out_n = 0;
+ int buf_packedchars_out_n = 0;
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- ImFontTempBuildData& tmp = tmp_array[input_i];
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
- // Setup ranges
- int font_glyphs_count = 0;
- int font_ranges_count = 0;
- for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++)
- font_glyphs_count += (in_range[1] - in_range[0]) + 1;
- tmp.Ranges = buf_ranges + buf_ranges_n;
- tmp.RangesCount = font_ranges_count;
- buf_ranges_n += font_ranges_count;
- for (int i = 0; i < font_ranges_count; i++)
+ src_tmp.Rects = &buf_rects[buf_rects_out_n];
+ src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
+ buf_rects_out_n += src_tmp.GlyphsCount;
+ buf_packedchars_out_n += src_tmp.GlyphsCount;
+
+ // Convert our ranges in the format stb_truetype wants
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ src_tmp.PackRange.font_size = cfg.SizePixels;
+ src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
+ src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
+ src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
+ src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
+ src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
+ src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
+
+ // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
+ const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
+ const int padding = atlas->TexGlyphPadding;
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
- const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
- stbtt_pack_range& range = tmp.Ranges[i];
- range.font_size = cfg.SizePixels;
- range.first_unicode_codepoint_in_range = in_range[0];
- range.num_chars = (in_range[1] - in_range[0]) + 1;
- range.chardata_for_range = buf_packedchars + buf_packedchars_n;
- buf_packedchars_n += range.num_chars;
- }
-
- // Gather the sizes of all rectangle we need
- tmp.Rects = buf_rects + buf_rects_n;
- tmp.RectsCount = font_glyphs_count;
- buf_rects_n += font_glyphs_count;
- stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
- int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
- IM_ASSERT(n == font_glyphs_count);
-
- // Detect missing glyphs and replace them with a zero-sized box instead of relying on the default glyphs
- // This allows us merging overlapping icon fonts more easily.
- int rect_i = 0;
- for (int range_i = 0; range_i < tmp.RangesCount; range_i++)
- for (int char_i = 0; char_i < tmp.Ranges[range_i].num_chars; char_i++, rect_i++)
- if (stbtt_FindGlyphIndex(&tmp.FontInfo, tmp.Ranges[range_i].first_unicode_codepoint_in_range + char_i) == 0)
- tmp.Rects[rect_i].w = tmp.Rects[rect_i].h = 0;
-
- // Pack
- stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
-
- // Extend texture height
- // Also mark missing glyphs as non-packed so we don't attempt to render into them
- for (int i = 0; i < n; i++)
- {
- if (tmp.Rects[i].w == 0 && tmp.Rects[i].h == 0)
- tmp.Rects[i].was_packed = 0;
- if (tmp.Rects[i].was_packed)
- atlas->TexHeight = ImMax(atlas->TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
+ int x0, y0, x1, y1;
+ const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
+ IM_ASSERT(glyph_index_in_font != 0);
+ stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
+ src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
+ src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
+ total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
- IM_ASSERT(buf_rects_n == total_glyphs_count);
- IM_ASSERT(buf_packedchars_n == total_glyphs_count);
- IM_ASSERT(buf_ranges_n == total_ranges_count);
- // Create texture
+ // We need a width for the skyline algorithm, any width!
+ // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+ // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
+ const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
+ atlas->TexHeight = 0;
+ if (atlas->TexDesiredWidth > 0)
+ atlas->TexWidth = atlas->TexDesiredWidth;
+ else
+ atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;
+
+ // 5. Start packing
+ // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+ const int TEX_HEIGHT_MAX = 1024 * 32;
+ stbtt_pack_context spc = {};
+ stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
+ ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
+
+ // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
+
+ stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
+
+ // Extend texture height and mark missing glyphs as non-packed so we won't render them.
+ // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+ if (src_tmp.Rects[glyph_i].was_packed)
+ atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
+ }
+
+ // 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
@@ -1845,41 +1964,46 @@
spc.pixels = atlas->TexPixelsAlpha8;
spc.height = atlas->TexHeight;
- // Second pass: render font characters
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // 8. Render/rasterize font characters into the texture
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- ImFontTempBuildData& tmp = tmp_array[input_i];
- stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
- stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
+
+ stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
+
+ // Apply multiply operator
if (cfg.RasterizerMultiply != 1.0f)
{
unsigned char multiply_table[256];
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
- for (const stbrp_rect* r = tmp.Rects; r != tmp.Rects + tmp.RectsCount; r++)
+ stbrp_rect* r = &src_tmp.Rects[0];
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
if (r->was_packed)
- ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, spc.pixels, r->x, r->y, r->w, r->h, spc.stride_in_bytes);
+ ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
}
- tmp.Rects = NULL;
+ src_tmp.Rects = NULL;
}
// End packing
stbtt_PackEnd(&spc);
- ImGui::MemFree(buf_rects);
- buf_rects = NULL;
+ buf_rects.clear();
- // Third pass: setup ImFont and glyphs for runtime
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // 9. Setup ImFont and glyphs for runtime
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- ImFontTempBuildData& tmp = tmp_array[input_i];
- ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
- if (cfg.MergeMode)
- dst_font->BuildLookupTable();
+ ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
- const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
+
+ const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
- stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+ stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
@@ -1887,40 +2011,30 @@
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
- for (int i = 0; i < tmp.RangesCount; i++)
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
- stbtt_pack_range& range = tmp.Ranges[i];
- for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)
- {
- const stbtt_packedchar& pc = range.chardata_for_range[char_idx];
- if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)
- continue;
+ const int codepoint = src_tmp.GlyphsList[glyph_i];
+ const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
- const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
- if (cfg.MergeMode && dst_font->FindGlyphNoFallback((ImWchar)codepoint))
- continue;
+ const float char_advance_x_org = pc.xadvance;
+ const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
+ float char_off_x = font_off_x;
+ if (char_advance_x_org != char_advance_x_mod)
+ char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
- float char_advance_x_org = pc.xadvance;
- float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
- float char_off_x = font_off_x;
- if (char_advance_x_org != char_advance_x_mod)
- char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
-
- stbtt_aligned_quad q;
- float dummy_x = 0.0f, dummy_y = 0.0f;
- stbtt_GetPackedQuad(range.chardata_for_range, atlas->TexWidth, atlas->TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
- dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
- }
+ // Register glyph
+ stbtt_aligned_quad q;
+ float dummy_x = 0.0f, dummy_y = 0.0f;
+ stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0);
+ dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
}
}
- // Cleanup temporaries
- ImGui::MemFree(buf_packedchars);
- ImGui::MemFree(buf_ranges);
- ImGui::MemFree(tmp_array);
+ // Cleanup temporary (ImVector doesn't honor destructor)
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ src_tmp_array[src_i].~ImFontBuildSrcData();
ImFontAtlasBuildFinish(atlas);
-
return true;
}
@@ -1948,16 +2062,17 @@
font->ConfigDataCount++;
}
-void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaque)
+void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
{
- stbrp_context* pack_context = (stbrp_context*)pack_context_opaque;
+ stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
+ IM_ASSERT(pack_context != NULL);
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
ImVector<stbrp_rect> pack_rects;
pack_rects.resize(user_rects.Size);
- memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size);
+ memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
for (int i = 0; i < user_rects.Size; i++)
{
pack_rects[i].w = user_rects[i].Width;
@@ -2057,7 +2172,8 @@
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+ 0x2000, 0x206F, // General Punctuation
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0x4e00, 0x9FAF, // CJK Ideograms
@@ -2077,7 +2193,7 @@
}
//-------------------------------------------------------------------------
-// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
+// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
@@ -2085,7 +2201,7 @@
// Store 2500 regularly used characters for Simplified Chinese.
// Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
// This table covers 97.97% of all characters used during the month in July, 1987.
- // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+ // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
@@ -2133,9 +2249,10 @@
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+ 0x2000, 0x206F, // General Punctuation
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
- 0xFF00, 0xFFEF, // Half-width characters
+ 0xFF00, 0xFFEF // Half-width characters
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
if (!full_ranges[0])
@@ -2151,7 +2268,7 @@
// 1946 common ideograms code points for Japanese
// Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
// FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
- // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+ // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
@@ -2186,14 +2303,14 @@
3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
- 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
+ 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
- 0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
- 0xFF00, 0xFFEF, // Half-width characters
+ 0xFF00, 0xFFEF // Half-width characters
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
if (!full_ranges[0])
@@ -2229,7 +2346,11 @@
return &ranges[0];
}
-void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontGlyphRangesBuilder
+//-----------------------------------------------------------------------------
+
+void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
while (text_end ? (text < text_end) : *text)
{
@@ -2243,14 +2364,14 @@
}
}
-void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)
+void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
AddChar(c);
}
-void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
+void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
for (int n = 0; n < 0x10000; n++)
if (GetBit(n))
@@ -2269,38 +2390,36 @@
ImFont::ImFont()
{
- Scale = 1.0f;
+ FontSize = 0.0f;
+ FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)'?';
DisplayOffset = ImVec2(0.0f, 0.0f);
- ClearOutputData();
+ FallbackGlyph = NULL;
+ ContainerAtlas = NULL;
+ ConfigData = NULL;
+ ConfigDataCount = 0;
+ DirtyLookupTables = false;
+ Scale = 1.0f;
+ Ascent = Descent = 0.0f;
+ MetricsTotalSurface = 0;
}
ImFont::~ImFont()
{
- // Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
- // If you want to delete fonts you need to do it between Render() and NewFrame().
- // FIXME-CLEANUP
- /*
- ImGuiContext& g = *GImGui;
- if (g.Font == this)
- g.Font = NULL;
- */
ClearOutputData();
}
void ImFont::ClearOutputData()
{
FontSize = 0.0f;
+ FallbackAdvanceX = 0.0f;
Glyphs.clear();
IndexAdvanceX.clear();
IndexLookup.clear();
FallbackGlyph = NULL;
- FallbackAdvanceX = 0.0f;
- ConfigDataCount = 0;
- ConfigData = NULL;
ContainerAtlas = NULL;
- Ascent = Descent = 0.0f;
DirtyLookupTables = true;
+ Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
@@ -2402,7 +2521,7 @@
{
if (c >= IndexLookup.Size)
return FallbackGlyph;
- const ImWchar i = IndexLookup[c];
+ const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
@@ -2412,7 +2531,7 @@
{
if (c >= IndexLookup.Size)
return NULL;
- const ImWchar i = IndexLookup[c];
+ const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return NULL;
return &Glyphs.Data[i];
@@ -2472,7 +2591,7 @@
}
}
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX);
+ const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
if (ImCharIsBlankW(c))
{
if (inside_word)
@@ -2589,7 +2708,7 @@
continue;
}
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX[(int)c] : FallbackAdvanceX) * scale;
+ const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
if (line_width + char_width >= max_width)
{
s = prev_s;
@@ -2662,7 +2781,7 @@
while (y_end < clip_rect.w && s_end < text_end)
{
s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
- s = s ? s + 1 : text_end;
+ s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
text_end = s_end;
@@ -2821,6 +2940,7 @@
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
+// - RenderPixelEllipsis()
//-----------------------------------------------------------------------------
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
@@ -2889,13 +3009,14 @@
const float inv_rounding = 1.0f / rounding;
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
+ const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
if (arc0_b == arc0_e)
{
draw_list->PathLineTo(ImVec2(x0, p1.y));
draw_list->PathLineTo(ImVec2(x0, p0.y));
}
- else if (arc0_b == 0.0f && arc0_e == IM_PI*0.5f)
+ else if (arc0_b == 0.0f && arc0_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
@@ -2915,7 +3036,7 @@
draw_list->PathLineTo(ImVec2(x1, p0.y));
draw_list->PathLineTo(ImVec2(x1, p1.y));
}
- else if (arc1_b == 0.0f && arc1_e == IM_PI*0.5f)
+ else if (arc1_b == 0.0f && arc1_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
@@ -2929,6 +3050,17 @@
draw_list->PathFillConvex(col);
}
+// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
+// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
+// the boldness or positioning of what the font uses...
+void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
+{
+ ImFont* font = draw_list->_Data->Font;
+ const float font_scale = draw_list->_Data->FontSize / font->FontSize;
+ pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
+ for (int dot_n = 0; dot_n < count; dot_n++)
+ draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
+}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
diff --git a/imgui_internal.h b/imgui_internal.h
index 0039d27..40e1074 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 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!
@@ -6,8 +6,27 @@
// #define IMGUI_DEFINE_MATH_OPERATORS
// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+/*
+
+Index of this file:
+// Header mess
+// Forward declarations
+// STB libraries includes
+// Context pointer
+// Generic helpers
+// Misc data structures
+// Main imgui context
+// Tab bar, tab item
+// Internal API
+
+*/
+
#pragma once
+//-----------------------------------------------------------------------------
+// Header mess
+//-----------------------------------------------------------------------------
+
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
@@ -24,13 +43,19 @@
#ifdef __clang__
#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
-#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast"
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#endif
+#if __has_warning("-Wdouble-promotion")
+#pragma clang diagnostic ignored "-Wdouble-promotion"
+#endif
#endif
//-----------------------------------------------------------------------------
-// Forward Declarations
+// Forward declarations
//-----------------------------------------------------------------------------
struct ImRect; // An axis-aligned rectangle (2 points)
@@ -49,6 +74,8 @@
struct ImGuiPopupRef; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
+struct ImGuiTabBar; // Storage for a tab bar
+struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
@@ -66,10 +93,10 @@
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
//-------------------------------------------------------------------------
-// STB libraries
+// STB libraries includes
//-------------------------------------------------------------------------
-namespace ImGuiStb
+namespace ImStb
{
#undef STB_TEXTEDIT_STRING
@@ -77,12 +104,14 @@
#define STB_TEXTEDIT_STRING ImGuiInputTextState
#define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
+#define STB_TEXTEDIT_UNDOSTATECOUNT 99
+#define STB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h"
-} // namespace ImGuiStb
+} // namespace ImStb
//-----------------------------------------------------------------------------
-// Context
+// Context pointer
//-----------------------------------------------------------------------------
#ifndef GImGui
@@ -90,7 +119,7 @@
#endif
//-----------------------------------------------------------------------------
-// Helpers
+// Generic helpers
//-----------------------------------------------------------------------------
#define IM_PI 3.14159265358979323846f
@@ -99,6 +128,8 @@
#else
#define IM_NEWLINE "\n"
#endif
+
+#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
@@ -119,7 +150,8 @@
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
// Helpers: Misc
-IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
+IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
+IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed = 0);
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
@@ -127,6 +159,9 @@
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
#define ImQsort qsort
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
+#endif
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
@@ -140,6 +175,7 @@
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
IMGUI_API char* ImStrdup(const char* str);
+IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);
IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
IMGUI_API int ImStrlenW(const ImWchar* str);
IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
@@ -150,7 +186,7 @@
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API const char* ImParseFormatFindStart(const char* format);
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
-IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, int buf_size);
+IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
// Helpers: ImVec2/ImVec4 operators
@@ -213,6 +249,18 @@
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+// Helper: ImBoolVector. Store 1-bit per value.
+// Note that Resize() currently clears the whole vector.
+struct ImBoolVector
+{
+ ImVector<int> Storage;
+ ImBoolVector() { }
+ void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
+ void Clear() { Storage.clear(); }
+ bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; }
+ void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
+};
+
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
@@ -229,7 +277,8 @@
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
- void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
+ bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
+ void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
@@ -238,17 +287,9 @@
};
//-----------------------------------------------------------------------------
-// Types
+// Misc data structures
//-----------------------------------------------------------------------------
-// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches)
-struct ImVec1
-{
- float x;
- ImVec1() { x = 0.0f; }
- ImVec1(float _x) { x = _x; }
-};
-
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
@@ -307,6 +348,19 @@
ImGuiSeparatorFlags_Vertical = 1 << 1
};
+// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
+// This is going to be exposed in imgui.h when stabilized enough.
+enum ImGuiItemFlags_
+{
+ ImGuiItemFlags_NoTabStop = 1 << 0, // false
+ ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
+ ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
+ ImGuiItemFlags_NoNav = 1 << 3, // false
+ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
+ ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
+ ImGuiItemFlags_Default_ = 0
+};
+
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
@@ -314,15 +368,34 @@
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ , // [imgui-test only]
+ ImGuiItemStatusFlags_Openable = 1 << 10, //
+ ImGuiItemStatusFlags_Opened = 1 << 11, //
+ ImGuiItemStatusFlags_Checkable = 1 << 12, //
+ ImGuiItemStatusFlags_Checked = 1 << 13 //
+#endif
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
+// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiLayoutType_
{
- ImGuiLayoutType_Vertical,
- ImGuiLayoutType_Horizontal
+ ImGuiLayoutType_Horizontal = 0,
+ ImGuiLayoutType_Vertical = 1
};
+enum ImGuiLogType
+{
+ ImGuiLogType_None = 0,
+ ImGuiLogType_TTY,
+ ImGuiLogType_File,
+ ImGuiLogType_Buffer,
+ ImGuiLogType_Clipboard
+};
+
+// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiAxis
{
ImGuiAxis_None = -1,
@@ -362,7 +435,7 @@
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
- ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
+ ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3
};
@@ -392,12 +465,28 @@
ImGuiNavForward_ForwardActive
};
+enum ImGuiNavLayer
+{
+ ImGuiNavLayer_Main = 0, // Main scrolling layer
+ ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
+ ImGuiNavLayer_COUNT
+};
+
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
ImGuiPopupPositionPolicy_ComboBox
};
+// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
+struct ImVec1
+{
+ float x;
+ ImVec1() { x = 0.0f; }
+ ImVec1(float _x) { x = _x; }
+};
+
+
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect
@@ -460,7 +549,6 @@
ImVec1 BackupGroupOffset;
ImVec2 BackupCurrentLineSize;
float BackupCurrentLineTextBaseOffset;
- float BackupLogLinePosY;
ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
bool AdvanceCursor;
@@ -484,16 +572,17 @@
struct IMGUI_API ImGuiInputTextState
{
ImGuiID ID; // widget id owning the text state
+ int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not.
ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
- ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
- ImVector<char> TempBuffer; // temporary buffer for callback and other other operations. size=capacity.
- int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
+ ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
+ ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+ bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
int BufCapacityA; // end-user buffer capacity
- float ScrollX;
- ImGuiStb::STB_TexteditState StbState;
- float CursorAnim;
- bool CursorFollow;
- bool SelectedAllMouseLock;
+ float ScrollX; // horizontal scrolling/offset
+ ImStb::STB_TexteditState Stb; // state for stb_textedit.h
+ float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
+ bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
+ bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
// Temporarily set when active
ImGuiInputTextFlags UserFlags;
@@ -501,11 +590,14 @@
void* UserCallbackData;
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
+ void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
- void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
- bool HasSelection() const { return StbState.select_start != StbState.select_end; }
- void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
- void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
+ void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
+ bool HasSelection() const { return Stb.select_start != Stb.select_end; }
+ void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
+ void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
+ int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
+ int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
};
@@ -523,8 +615,8 @@
struct ImGuiSettingsHandler
{
- const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
- ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
+ const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
+ ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0)
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
@@ -614,6 +706,7 @@
struct ImGuiNavMoveResult
{
ImGuiID ID; // Best candidate
+ ImGuiID SelectScopeId;// Best candidate window current selectable group ID
ImGuiWindow* Window; // Best candidate window
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
@@ -621,7 +714,7 @@
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiNavMoveResult() { Clear(); }
- void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
+ void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
};
// Storage for SetNexWindow** functions
@@ -664,11 +757,34 @@
}
};
+//-----------------------------------------------------------------------------
+// Tabs
+//-----------------------------------------------------------------------------
+
+struct ImGuiTabBarSortItem
+{
+ int Index;
+ float Width;
+};
+
+struct ImGuiTabBarRef
+{
+ ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
+ int IndexInMainPool;
+
+ ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
+ ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
+};
+
+//-----------------------------------------------------------------------------
// Main imgui context
+//-----------------------------------------------------------------------------
+
struct ImGuiContext
{
bool Initialized;
- bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render()
+ bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
+ bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImGuiStyle Style;
@@ -701,10 +817,12 @@
float ActiveIdTimer;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+ bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEdited;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
+ int ActiveIdBlockNavInputFlags;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* ActiveIdPreviousFrameWindow;
@@ -717,7 +835,7 @@
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
- ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
+ ImVector<ImGuiPopupRef> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
ImGuiCond NextTreeNodeOpenCond;
@@ -730,8 +848,9 @@
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
- ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
- ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
+ ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
+ ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
+ ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
@@ -741,7 +860,7 @@
float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
- int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
+ ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
@@ -786,6 +905,12 @@
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
+ // Tab bars
+ ImPool<ImGuiTabBar> TabBars;
+ ImGuiTabBar* CurrentTabBar;
+ ImVector<ImGuiTabBarRef> CurrentTabBarStack;
+ ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
+
// Widget state
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
@@ -798,7 +923,14 @@
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
- ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
+
+ // Range-Select/Multi-Select
+ // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
+ ImGuiID MultiSelectScopeId;
+
+ // Platform support
+ ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
+ ImVec2 PlatformImeLastPos;
// Settings
bool SettingsLoaded;
@@ -809,10 +941,14 @@
// Logging
bool LogEnabled;
+ ImGuiLogType LogType;
FILE* LogFile; // If != NULL log to stdout/ file
- ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
- int LogStartDepth;
- int LogAutoExpandMaxDepth;
+ ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+ float LogLinePosY;
+ bool LogLineFirstItem;
+ int LogDepthRef;
+ int LogDepthToExpand;
+ int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
// Misc
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
@@ -826,7 +962,7 @@
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
{
Initialized = false;
- FrameScopeActive = false;
+ FrameScopeActive = FrameScopePushedImplicitWindow = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
@@ -849,10 +985,12 @@
ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
+ ActiveIdHasBeenPressed = false;
ActiveIdHasBeenEdited = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEdited = false;
- ActiveIdAllowNavDirFlags = 0;
+ ActiveIdAllowNavDirFlags = 0x00;
+ ActiveIdBlockNavInputFlags = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@@ -865,14 +1003,14 @@
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
- NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
+ NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
- NavLayer = 0;
+ NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
NavMousePosDirty = false;
@@ -904,6 +1042,8 @@
DragDropAcceptFrameCount = -1;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+ CurrentTabBar = NULL;
+
ScalarAsInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentAccumDirty = false;
@@ -911,15 +1051,21 @@
DragSpeedDefaultRatio = 1.0f / 100.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
TooltipOverrideCount = 0;
+
+ MultiSelectScopeId = 0;
+
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
SettingsLoaded = false;
SettingsDirtyTimer = 0.0f;
LogEnabled = false;
+ LogType = ImGuiLogType_None;
LogFile = NULL;
- LogStartDepth = 0;
- LogAutoExpandMaxDepth = 2;
+ LogLinePosY = FLT_MAX;
+ LogLineFirstItem = false;
+ LogDepthRef = 0;
+ LogDepthToExpand = LogDepthToExpandDefault = 2;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
@@ -929,18 +1075,9 @@
}
};
-// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
-// This is going to be exposed in imgui.h when stabilized enough.
-enum ImGuiItemFlags_
-{
- ImGuiItemFlags_NoTabStop = 1 << 0, // false
- ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
- ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
- ImGuiItemFlags_NoNav = 1 << 3, // false
- ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
- ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
- ImGuiItemFlags_Default_ = 0
-};
+//-----------------------------------------------------------------------------
+// ImGuiWindow
+//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
@@ -954,19 +1091,18 @@
float CurrentLineTextBaseOffset;
ImVec2 PrevLineSize;
float PrevLineTextBaseOffset;
- float LogLinePosY;
int TreeDepth;
ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
ImGuiID LastItemId;
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect; // Interaction rect
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
- bool NavHideHighlightOneFrame;
- bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
- int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
+ ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
+ bool NavHideHighlightOneFrame;
+ bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImVector<ImGuiWindow*> ChildWindows;
@@ -982,7 +1118,7 @@
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
- int StackSizesBackup[6]; // Store size of various stacks for asserting
+ short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
@@ -994,17 +1130,16 @@
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
- LogLinePosY = -1.0f;
TreeDepth = 0;
TreeDepthMayJumpToParentOnPop = 0x00;
LastItemId = 0;
LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect();
+ NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
+ NavLayerCurrent = ImGuiNavLayer_Main;
+ NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavHideHighlightOneFrame = false;
NavHasScroll = false;
- NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
- NavLayerCurrent = 0;
- NavLayerCurrentMask = 1 << 0;
MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f);
StateStorage = NULL;
@@ -1036,6 +1171,7 @@
ImVec2 WindowPadding; // Window padding at the time of begin.
float WindowRounding; // Window rounding at the time of begin.
float WindowBorderSize; // Window border size at the time of begin.
+ int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImVec2 Scroll;
@@ -1052,9 +1188,10 @@
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
- int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
- int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
- int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
+ signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
+ short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+ short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
+ short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
@@ -1090,8 +1227,8 @@
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
- ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
- ImRect NavRectRel[2]; // Reference rectangle, in window relative space
+ ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
+ ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
// Navigation / Focus
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
@@ -1135,6 +1272,71 @@
};
//-----------------------------------------------------------------------------
+// Tab bar, tab item
+//-----------------------------------------------------------------------------
+
+enum ImGuiTabBarFlagsPrivate_
+{
+ ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
+ ImGuiTabBarFlags_IsFocused = 1 << 21,
+ ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
+};
+
+enum ImGuiTabItemFlagsPrivate_
+{
+ ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
+};
+
+// Storage for one active tab item (sizeof() 26~32 bytes)
+struct ImGuiTabItem
+{
+ ImGuiID ID;
+ ImGuiTabItemFlags Flags;
+ int LastFrameVisible;
+ int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
+ int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
+ float Offset; // Position relative to beginning of tab
+ float Width; // Width currently displayed
+ float WidthContents; // Width of actual contents, stored during BeginTabItem() call
+
+ ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
+};
+
+// Storage for a tab bar (sizeof() 92~96 bytes)
+struct ImGuiTabBar
+{
+ ImVector<ImGuiTabItem> Tabs;
+ ImGuiID ID; // Zero for tab-bars used by docking
+ ImGuiID SelectedTabId; // Selected tab
+ ImGuiID NextSelectedTabId;
+ ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
+ int CurrFrameVisible;
+ int PrevFrameVisible;
+ ImRect BarRect;
+ float ContentsHeight;
+ float OffsetMax; // Distance from BarRect.Min.x, locked during layout
+ float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
+ float ScrollingAnim;
+ float ScrollingTarget;
+ ImGuiTabBarFlags Flags;
+ ImGuiID ReorderRequestTabId;
+ int ReorderRequestDir;
+ bool WantLayout;
+ bool VisibleTabWasSubmitted;
+ short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
+ ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
+ ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
+
+ ImGuiTabBar();
+ int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
+ const char* GetTabName(const ImGuiTabItem* tab) const
+ {
+ IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
+ return TabsNames.Buf.Data + tab->NameOffset;
+ }
+};
+
+//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
@@ -1163,6 +1365,10 @@
IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
+ IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
+ IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
+ IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
+
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
@@ -1173,13 +1379,15 @@
// NewFrame
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
- IMGUI_API void UpdateMouseMovingWindow();
+ IMGUI_API void UpdateMouseMovingWindowNewFrame();
+ IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
+ IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Basic Accessors
@@ -1200,7 +1408,7 @@
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
- IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
+ IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
@@ -1208,12 +1416,15 @@
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
+ // Logging/Capture
+ IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
+ IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
+
// Popups, Modals, Tooltips
IMGUI_API void OpenPopupEx(ImGuiID id);
- IMGUI_API void ClosePopup(ImGuiID id);
- IMGUI_API void ClosePopupToLevel(int remaining);
+ IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
- IMGUI_API bool IsPopupOpen(ImGuiID id);
+ IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
@@ -1249,12 +1460,24 @@
IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index = -1);
+ // Tab Bars
+ IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
+ IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+ IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+ IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+ IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
+ IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
+ IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
+ IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
+ IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
+
// Render helpers
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
+ IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
@@ -1269,13 +1492,15 @@
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+ IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
// Widgets
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 CollapseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
- IMGUI_API void Scrollbar(ImGuiLayoutType direction);
+ IMGUI_API void Scrollbar(ImGuiAxis axis);
+ IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
// Widgets low-level behaviors
@@ -1287,7 +1512,7 @@
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
- // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
+ // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags);
@@ -1305,7 +1530,7 @@
IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
// Plot
- IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
+ IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);
// Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
@@ -1317,11 +1542,23 @@
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
-IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
+IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+// Test engine hooks (imgui-test)
+//#define IMGUI_ENABLE_TEST_ENGINE
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
+extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
+extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
+extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
+#else
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
+#endif
+
#ifdef __clang__
#pragma clang diagnostic pop
#endif
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index 792d80f..c9edc47 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.67 WIP
+// dear imgui, v1.69 WIP
// (widgets code)
/*
@@ -22,6 +22,8 @@
// [SECTION] Widgets: PlotLines, PlotHistogram
// [SECTION] Widgets: Value helpers
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
*/
@@ -50,8 +52,16 @@
// Clang/GCC warnings with -Weverything
#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
+#endif
+#if __has_warning("-Wdouble-promotion")
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#if __GNUC__ >= 8
@@ -202,7 +212,7 @@
}
ImRect bb(text_pos, text_pos + text_size);
- ItemSize(bb);
+ ItemSize(text_size);
ItemAdd(bb, 0);
}
else
@@ -280,10 +290,12 @@
void ImGui::TextWrappedV(const char* fmt, va_list args)
{
- bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set
- if (need_wrap) PushTextWrapPos(0.0f);
+ bool need_backup = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
+ if (need_backup)
+ PushTextWrapPos(0.0f);
TextV(fmt, args);
- if (need_wrap) PopTextWrapPos();
+ if (need_backup)
+ PopTextWrapPos();
}
void ImGui::LabelText(const char* label, const char* fmt, ...)
@@ -394,6 +406,11 @@
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
g.HoveredWindow = window;
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (id != 0 && window->DC.LastItemId != id)
+ ImGuiTestEngineHook_ItemAdd(&g, bb, id);
+#endif
+
bool pressed = false;
bool hovered = ItemHoverable(bb, id);
@@ -481,7 +498,7 @@
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
- if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
@@ -490,6 +507,8 @@
bool held = false;
if (g.ActiveId == id)
{
+ if (pressed)
+ g.ActiveIdHasBeenPressed = true;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
@@ -539,7 +558,7 @@
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
const ImRect bb(pos, pos + size);
- ItemSize(bb, style.FramePadding.y);
+ ItemSize(size, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
@@ -560,6 +579,7 @@
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
@@ -593,7 +613,7 @@
const ImGuiID id = window->GetID(str_id);
ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
- ItemSize(bb);
+ ItemSize(size);
if (!ItemAdd(bb, id))
return false;
@@ -657,7 +677,7 @@
// Render
ImVec2 center = bb.GetCenter();
if (hovered)
- window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
+ window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
float cross_extent = (radius * 0.7071f) - 1.0f;
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
@@ -690,19 +710,25 @@
return pressed;
}
+ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
+{
+ return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
+}
+
// Vertical/Horizontal scrollbar
// The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
-void ImGui::Scrollbar(ImGuiLayoutType direction)
+void ImGui::Scrollbar(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
+ const bool horizontal = (axis == ImGuiAxis_X);
const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
+ const ImGuiID id = GetScrollbarID(window, axis);
+ KeepAliveID(id);
// Render background
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
@@ -714,9 +740,21 @@
: 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() : 0.0f);
- if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
+
+ const float bb_height = bb.GetHeight();
+ if (bb.GetWidth() <= 0.0f || bb_height <= 0.0f)
return;
+ // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
+ float alpha = 1.0f;
+ if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
+ {
+ alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
+ if (alpha <= 0.0f)
+ return;
+ }
+ const bool allow_interaction = (alpha >= 1.0f);
+
int window_rounding_corners;
if (horizontal)
window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
@@ -747,7 +785,7 @@
float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
float scroll_ratio = ImSaturate(scroll_v / scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
- if (held && grab_h_norm < 1.0f)
+ if (held && allow_interaction && grab_h_norm < 1.0f)
{
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
@@ -790,8 +828,8 @@
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
}
- // Render
- const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+ // Render grab
+ const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
ImRect grab_rect;
if (horizontal)
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
@@ -875,19 +913,10 @@
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
- ItemSize(check_bb, style.FramePadding.y);
-
- ImRect total_bb = check_bb;
- if (label_size.x > 0)
- SameLine(0, style.ItemInnerSpacing.x);
- const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
- if (label_size.x > 0)
- {
- ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
- total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
- }
-
+ const float square_sz = GetFrameHeight();
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+ ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
return false;
@@ -899,20 +928,21 @@
MarkItemEdited(id);
}
+ const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
if (*v)
{
- const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
- const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
- RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
+ const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
+ RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f);
}
if (g.LogEnabled)
- LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
+ LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
if (label_size.x > 0.0f)
- RenderText(text_bb.Min, label);
+ RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
@@ -942,26 +972,18 @@
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
- ItemSize(check_bb, style.FramePadding.y);
-
- ImRect total_bb = check_bb;
- if (label_size.x > 0)
- SameLine(0, style.ItemInnerSpacing.x);
- const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
- if (label_size.x > 0)
- {
- ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
- total_bb.Add(text_bb);
- }
-
+ const float square_sz = GetFrameHeight();
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
+ const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+ ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
return false;
ImVec2 center = check_bb.GetCenter();
center.x = (float)(int)center.x + 0.5f;
center.y = (float)(int)center.y + 0.5f;
- const float radius = check_bb.GetHeight() * 0.5f;
+ const float radius = (square_sz - 1.0f) * 0.5f;
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
@@ -972,21 +994,20 @@
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
if (active)
{
- const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
- const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
- window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
+ const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
+ window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
}
if (style.FrameBorderSize > 0.0f)
{
- window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
+ window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
}
if (g.LogEnabled)
- LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
+ LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
if (label_size.x > 0.0f)
- RenderText(text_bb.Min, label);
+ RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
return pressed;
}
@@ -1239,7 +1260,6 @@
return held;
}
-
//-------------------------------------------------------------------------
// [SECTION] Widgets: ComboBox
//-------------------------------------------------------------------------
@@ -1330,7 +1350,7 @@
}
char name[16];
- ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
// Peak into expected window size so we can position it
if (ImGuiWindow* popup_window = FindWindowByName(name))
@@ -1441,7 +1461,7 @@
return value_changed;
}
-// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
+// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
{
int items_count = 0;
@@ -1651,7 +1671,7 @@
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
if (decimal_precision < 0)
return FLT_MIN;
- return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
+ return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
}
template<typename TYPE>
@@ -1712,6 +1732,7 @@
const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool has_min_max = (v_min != v_max);
+ const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX));
// Default tweak speed
if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX))
@@ -1743,7 +1764,8 @@
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
bool is_just_activated = g.ActiveIdIsJustActivated;
bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
- if (is_just_activated || is_already_past_limits_and_pushing_outward)
+ bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0));
+ if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power)
{
g.DragCurrentAccum = 0.0f;
g.DragCurrentAccumDirty = false;
@@ -1760,7 +1782,6 @@
TYPE v_cur = *v;
FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
- const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX));
if (is_power)
{
// Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range
@@ -1852,15 +1873,12 @@
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
- const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
- // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+ ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
- {
- ItemSize(total_bb, style.FramePadding.y);
return false;
- }
+
const bool hovered = ItemHoverable(frame_bb, id);
// Default format string when passing NULL
@@ -1888,12 +1906,12 @@
}
if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
{
+ window->DC.CursorPos = frame_bb.Min;
FocusableItemUnregister(window);
return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
}
// Actual drag behavior
- ItemSize(total_bb, style.FramePadding.y);
const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None);
if (value_changed)
MarkItemEdited(id);
@@ -1909,8 +1927,9 @@
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
@@ -1929,7 +1948,7 @@
for (int i = 0; i < components; i++)
{
PushID(i);
- value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power);
+ value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power);
SameLine(0, g.Style.ItemInnerSpacing.x);
PopID();
PopItemWidth();
@@ -2289,12 +2308,9 @@
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
- // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+ ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
- {
- ItemSize(total_bb, style.FramePadding.y);
return false;
- }
// Default format string when passing NULL
// Patch old "%.0f" format string to use "%d", read function comments for more details.
@@ -2322,12 +2338,11 @@
}
if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
{
+ window->DC.CursorPos = frame_bb.Min;
FocusableItemUnregister(window);
return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
}
- ItemSize(total_bb, style.FramePadding.y);
-
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
@@ -2350,6 +2365,7 @@
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
@@ -2369,7 +2385,7 @@
for (int i = 0; i < components; i++)
{
PushID(i);
- value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power);
+ value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
SameLine(0, g.Style.ItemInnerSpacing.x);
PopID();
PopItemWidth();
@@ -2559,7 +2575,7 @@
// fmt = "%.3f" -> return fmt
// fmt = "hello %.3f" -> return fmt + 6
// fmt = "%.3f hello" -> return buf written with "%.3f"
-const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size)
+const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)
{
const char* fmt_start = ImParseFormatFindStart(fmt);
if (fmt_start[0] != '%')
@@ -2567,7 +2583,7 @@
const char* fmt_end = ImParseFormatFindEnd(fmt_start);
if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
return fmt_start;
- ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size));
+ ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
return buf;
}
@@ -2596,17 +2612,16 @@
}
// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets)
-// FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations.
+// FIXME: Facilitate using this in variety of other situations.
bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
{
+ IM_UNUSED(id);
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
- // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
- SetActiveID(g.ScalarAsInputTextId, window);
- SetHoveredID(0);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+ // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id.
+ // We clear ActiveID on the first frame to allow the InputText() taking it back.
+ if (g.ScalarAsInputTextId == 0)
+ ClearActiveID();
char fmt_buf[32];
char data_buf[32];
@@ -2615,26 +2630,25 @@
ImStrTrimBlanks(data_buf);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
- if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget
+ if (g.ScalarAsInputTextId == 0)
{
- IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID
+ // First frame we started displaying the InputText widget, we expect it to take the active id.
+ IM_ASSERT(g.ActiveId == id);
g.ScalarAsInputTextId = g.ActiveId;
- SetHoveredID(id);
}
if (value_changed)
- return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL);
+ return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL);
return false;
}
-// NB: format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "format" argument)
-bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
+ ImGuiStyle& style = g.Style;
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
if (format == NULL)
@@ -2644,9 +2658,9 @@
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format);
bool value_changed = false;
- if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
- extra_flags |= ImGuiInputTextFlags_CharsDecimal;
- extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
+ if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
+ flags |= ImGuiInputTextFlags_CharsDecimal;
+ flags |= ImGuiInputTextFlags_AutoSelectAll;
if (step != NULL)
{
@@ -2655,39 +2669,45 @@
BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
PushID(label);
PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
- if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
- value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
+ if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
+ value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
PopItemWidth();
// Step buttons
+ const ImVec2 backup_frame_padding = style.FramePadding;
+ style.FramePadding.x = style.FramePadding.y;
+ ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
+ if (flags & ImGuiInputTextFlags_ReadOnly)
+ button_flags |= ImGuiButtonFlags_Disabled;
SameLine(0, style.ItemInnerSpacing.x);
- if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+ if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
- if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+ if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
TextUnformatted(label, FindRenderedTextEnd(label));
+ style.FramePadding = backup_frame_padding;
PopID();
EndGroup();
}
else
{
- if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags))
- value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
+ if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
+ value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
}
return value_changed;
}
-bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@@ -2702,7 +2722,7 @@
for (int i = 0; i < components; i++)
{
PushID(i);
- value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags);
+ value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags);
SameLine(0, g.Style.ItemInnerSpacing.x);
PopID();
PopItemWidth();
@@ -2715,88 +2735,88 @@
return value_changed;
}
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
{
- extra_flags |= ImGuiInputTextFlags_CharsScientific;
- return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags);
+ flags |= ImGuiInputTextFlags_CharsScientific;
+ return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags);
}
-bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
-bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
-bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputFloat(label, v, step, step_fast, format, extra_flags);
+ return InputFloat(label, v, step, step_fast, format, flags);
}
-bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
-bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
-bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
+ return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
{
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
- const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
- return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags);
+ const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+ return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags);
}
-bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags);
+ return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
}
-bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags);
+ return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
}
-bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
{
- return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags);
+ return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
}
-bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags)
+bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
{
- extra_flags |= ImGuiInputTextFlags_CharsScientific;
- return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags);
+ flags |= ImGuiInputTextFlags_CharsScientific;
+ return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags);
}
//-------------------------------------------------------------------------
@@ -2834,8 +2854,9 @@
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
{
- ImFont* font = GImGui->Font;
- const float line_height = GImGui->FontSize;
+ ImGuiContext& g = *GImGui;
+ ImFont* font = g.Font;
+ const float line_height = g.FontSize;
const float scale = line_height / font->FontSize;
ImVec2 text_size = ImVec2(0,0);
@@ -2877,7 +2898,7 @@
}
// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
-namespace ImGuiStb
+namespace ImStb
{
static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
@@ -2980,7 +3001,7 @@
void ImGuiInputTextState::OnKeyPressed(int key)
{
- stb_textedit_key(this, &StbState, key);
+ stb_textedit_key(this, &Stb, key);
CursorFollow = true;
CursorAnimReset();
}
@@ -3024,10 +3045,10 @@
ImGuiContext& g = *GImGui;
ImGuiInputTextState* edit_state = &g.InputTextState;
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
- IM_ASSERT(Buf == edit_state->TempBuffer.Data);
+ IM_ASSERT(Buf == edit_state->TextA.Data);
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
- edit_state->TempBuffer.reserve(new_buf_size + 1);
- Buf = edit_state->TempBuffer.Data;
+ edit_state->TextA.reserve(new_buf_size + 1);
+ Buf = edit_state->TextA.Data;
BufSize = edit_state->BufCapacityA = new_buf_size;
}
@@ -3103,11 +3124,12 @@
// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
-// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
+// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
-// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
+// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
+// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
{
ImGuiWindow* window = GetCurrentWindow();
@@ -3118,18 +3140,19 @@
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
ImGuiContext& g = *GImGui;
- const ImGuiIO& io = g.IO;
+ ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
+ const bool RENDER_SELECTION_WHEN_INACTIVE = false;
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
- const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
+ const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
if (is_resizable)
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
- if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
+ if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
@@ -3140,7 +3163,12 @@
ImGuiWindow* draw_window = window;
if (is_multiline)
{
- ItemAdd(total_bb, id, &frame_bb);
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ EndGroup();
+ return false;
+ }
if (!BeginChildFrame(id, frame_bb.GetSize()))
{
EndChildFrame();
@@ -3179,91 +3207,115 @@
}
// NB: we are only allowed to access 'edit_state' if we are the active widget.
- ImGuiInputTextState& edit_state = g.InputTextState;
+ ImGuiInputTextState* state = NULL;
+ if (g.InputTextState.ID == id)
+ state = &g.InputTextState;
const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing
const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
const bool user_clicked = hovered && io.MouseClicked[0];
- const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+ const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
+ const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
bool clear_active_id = false;
-
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
- if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
- {
- if (g.ActiveId != id)
- {
- // Start edition
- // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
- // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
- const int prev_len_w = edit_state.CurLenW;
- const int init_buf_len = (int)strlen(buf);
- edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
- edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
- memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1);
- const char* buf_end = NULL;
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end);
- edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
- edit_state.CursorAnimReset();
- // Preserve cursor position and undo/redo stack if we come back to same widget
- // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
- const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW);
- if (recycle_state)
- {
- // Recycle existing cursor/selection/undo stack but clamp position
- // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
- edit_state.CursorClamp();
- }
- else
- {
- edit_state.ID = id;
- edit_state.ScrollX = 0.0f;
- stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
- if (!is_multiline && focus_requested_by_code)
- select_all = true;
- }
- if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
- edit_state.StbState.insert_mode = true;
- if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+ const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
+ const bool init_state = (init_make_active || user_scroll_active);
+ if (init_state && g.ActiveId != id)
+ {
+ // Access state even if we don't own it yet.
+ state = &g.InputTextState;
+ state->CursorAnimReset();
+
+ // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+ // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
+ const int buf_len = (int)strlen(buf);
+ state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
+ memcpy(state->InitialTextA.Data, buf, buf_len + 1);
+
+ // Start edition
+ const char* buf_end = NULL;
+ state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
+ state->TextA.resize(0);
+ state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then)
+ state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
+ state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
+
+ // Preserve cursor position and undo/redo stack if we come back to same widget
+ // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
+ const bool recycle_state = (state->ID == id);
+ if (recycle_state)
+ {
+ // Recycle existing cursor/selection/undo stack but clamp position
+ // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+ state->CursorClamp();
+ }
+ else
+ {
+ state->ID = id;
+ state->ScrollX = 0.0f;
+ stb_textedit_initialize_state(&state->Stb, !is_multiline);
+ if (!is_multiline && focus_requested_by_code)
select_all = true;
}
+ if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+ state->Stb.insert_mode = 1;
+ if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+ select_all = true;
+ }
+
+ if (g.ActiveId != id && init_make_active)
+ {
+ IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
+ g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
- g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
+ g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
}
- else if (io.MouseClicked[0])
- {
- // Release focus when we click outside
+
+ // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
+ if (g.ActiveId == id && state == NULL)
+ ClearActiveID();
+
+ // Release focus when we click outside
+ if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active)
clear_active_id = true;
- }
bool value_changed = false;
bool enter_pressed = false;
int backup_current_text_length = 0;
+ // When read-only we always use the live data passed to the function
+ // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
+ if (is_readonly && state != NULL)
+ {
+ const bool will_render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
+ const bool will_render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor);
+ if (will_render_cursor || will_render_selection)
+ {
+ const char* buf_end = NULL;
+ state->TextW.resize(buf_size + 1);
+ state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
+ state->CurLenA = (int)(buf_end - buf);
+ state->CursorClamp();
+ }
+ }
+
+ // Process mouse inputs and character inputs
if (g.ActiveId == id)
{
- if (!is_editable && !g.ActiveIdIsJustActivated)
- {
- // When read-only we always use the live data passed to the function
- edit_state.TextW.resize(buf_size+1);
- const char* buf_end = NULL;
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end);
- edit_state.CurLenA = (int)(buf_end - buf);
- edit_state.CursorClamp();
- }
-
- backup_current_text_length = edit_state.CurLenA;
- edit_state.BufCapacityA = buf_size;
- edit_state.UserFlags = flags;
- edit_state.UserCallback = callback;
- edit_state.UserCallbackData = callback_user_data;
+ IM_ASSERT(state != NULL);
+ backup_current_text_length = state->CurLenA;
+ state->BufCapacityA = buf_size;
+ state->UserFlags = flags;
+ state->UserCallback = callback;
+ state->UserCallbackData = callback_user_data;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
@@ -3271,61 +3323,62 @@
g.WantTextInputNextFrame = 1;
// Edit in progress
- const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
+ const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
const bool is_osx = io.ConfigMacOSXBehaviors;
if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
{
- edit_state.SelectAll();
- edit_state.SelectedAllMouseLock = true;
+ state->SelectAll();
+ state->SelectedAllMouseLock = true;
}
else if (hovered && is_osx && io.MouseDoubleClicked[0])
{
// Double-click select a word only, OS X style (by simulating keystrokes)
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
}
- else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+ else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
{
if (hovered)
{
- stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
- edit_state.CursorAnimReset();
+ stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
+ state->CursorAnimReset();
}
}
- else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+ else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
{
- stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
- edit_state.CursorAnimReset();
- edit_state.CursorFollow = true;
+ stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
+ state->CursorAnimReset();
+ state->CursorFollow = true;
}
- if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
- edit_state.SelectedAllMouseLock = false;
+ if (state->SelectedAllMouseLock && !io.MouseDown[0])
+ state->SelectedAllMouseLock = false;
- if (io.InputCharacters[0])
+ if (io.InputQueueCharacters.Size > 0)
{
// Process text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
- if (!ignore_inputs && is_editable && !user_nav_input_start)
- for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
+ if (!ignore_inputs && !is_readonly && !user_nav_input_start)
+ for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
- unsigned int c = (unsigned int)io.InputCharacters[n];
+ unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
- edit_state.OnKeyPressed((int)c);
+ state->OnKeyPressed((int)c);
}
// Consume characters
- memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+ io.InputQueueCharacters.resize(0);
}
}
+ // Process other shortcuts/key-presses
bool cancel_edit = false;
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
{
- // Handle key-presses
+ IM_ASSERT(state != NULL);
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_osx = io.ConfigMacOSXBehaviors;
const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
@@ -3335,27 +3388,29 @@
const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
- const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
- const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
- const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
- const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable);
- const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable;
+ const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
+ const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
+ const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
- if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
+ if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly)
{
- if (!edit_state.HasSelection())
+ if (!state->HasSelection())
{
- if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
- else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
+ if (is_wordmove_key_down)
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
+ else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)
+ state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
}
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+ state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (IsKeyPressedMap(ImGuiKey_Enter))
{
@@ -3364,18 +3419,18 @@
{
enter_pressed = clear_active_id = true;
}
- else if (is_editable)
+ else if (!is_readonly)
{
unsigned int c = '\n'; // Insert new line
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
- edit_state.OnKeyPressed((int)c);
+ state->OnKeyPressed((int)c);
}
}
- else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
+ else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !is_readonly)
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
- edit_state.OnKeyPressed((int)c);
+ state->OnKeyPressed((int)c);
}
else if (IsKeyPressedMap(ImGuiKey_Escape))
{
@@ -3383,31 +3438,33 @@
}
else if (is_undo || is_redo)
{
- edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
- edit_state.ClearSelection();
+ state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
+ state->ClearSelection();
}
else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
{
- edit_state.SelectAll();
- edit_state.CursorFollow = true;
+ state->SelectAll();
+ state->CursorFollow = true;
}
else if (is_cut || is_copy)
{
// Cut, Copy
if (io.SetClipboardTextFn)
{
- const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
- const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
- edit_state.TempBuffer.resize((ie-ib) * 4 + 1);
- ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie);
- SetClipboardText(edit_state.TempBuffer.Data);
+ const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;
+ const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;
+ const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;
+ char* clipboard_data = (char*)MemAlloc(clipboard_data_len * sizeof(char));
+ ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);
+ SetClipboardText(clipboard_data);
+ MemFree(clipboard_data);
}
if (is_cut)
{
- if (!edit_state.HasSelection())
- edit_state.SelectAll();
- edit_state.CursorFollow = true;
- stb_textedit_cut(&edit_state, &edit_state.StbState);
+ if (!state->HasSelection())
+ state->SelectAll();
+ state->CursorFollow = true;
+ stb_textedit_cut(state, &state->Stb);
}
}
else if (is_paste)
@@ -3431,25 +3488,27 @@
clipboard_filtered[clipboard_filtered_len] = 0;
if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
{
- stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
- edit_state.CursorFollow = true;
+ stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);
+ state->CursorFollow = true;
}
MemFree(clipboard_filtered);
}
}
}
+ // Process callbacks and apply result back to user's buffer.
if (g.ActiveId == id)
{
+ IM_ASSERT(state != NULL);
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (cancel_edit)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
- if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0)
+ if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)
{
- apply_new_text = edit_state.InitialText.Data;
- apply_new_text_length = edit_state.InitialText.Size - 1;
+ apply_new_text = state->InitialTextA.Data;
+ apply_new_text_length = state->InitialTextA.Size - 1;
}
}
@@ -3462,10 +3521,11 @@
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
- if (is_editable)
+ if (!is_readonly)
{
- edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1);
- ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL);
+ state->TextAIsValid = true;
+ state->TextA.resize(state->TextW.Size * 4 + 1);
+ ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// User callback
@@ -3503,44 +3563,44 @@
callback_data.UserData = callback_user_data;
callback_data.EventKey = event_key;
- callback_data.Buf = edit_state.TempBuffer.Data;
- callback_data.BufTextLen = edit_state.CurLenA;
- callback_data.BufSize = edit_state.BufCapacityA;
+ callback_data.Buf = state->TextA.Data;
+ callback_data.BufTextLen = state->CurLenA;
+ callback_data.BufSize = state->BufCapacityA;
callback_data.BufDirty = false;
// We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
- ImWchar* text = edit_state.TextW.Data;
- const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
- const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
- const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
+ ImWchar* text = state->TextW.Data;
+ const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);
+ const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);
+ const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);
// Call user code
callback(&callback_data);
// Read back what user may have modified
- IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields
- IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA);
+ IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
+ IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
- if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; }
- if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
- if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
+ if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
+ if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
+ if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
if (callback_data.BufDirty)
{
IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
- edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL);
- edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
- edit_state.CursorAnimReset();
+ state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
+ state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);
+ state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+ state->CursorAnimReset();
}
}
}
// Will copy result string if modified
- if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0)
+ if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
{
- apply_new_text = edit_state.TempBuffer.Data;
- apply_new_text_length = edit_state.CurLenA;
+ apply_new_text = state->TextA.Data;
+ apply_new_text_length = state->CurLenA;
}
}
@@ -3565,29 +3625,21 @@
}
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
- ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size));
+ ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Clear temporary user storage
- edit_state.UserFlags = 0;
- edit_state.UserCallback = NULL;
- edit_state.UserCallbackData = NULL;
+ state->UserFlags = 0;
+ state->UserCallback = NULL;
+ state->UserCallbackData = NULL;
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
if (clear_active_id && g.ActiveId == id)
ClearActiveID();
- // Render
- // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
- const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL;
-
- // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
- // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
- // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
- const int buf_display_max_length = 2 * 1024 * 1024;
-
+ // Render frame
if (!is_multiline)
{
RenderNavHighlight(frame_bb, id);
@@ -3595,33 +3647,48 @@
}
const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
- ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
- ImVec2 text_size(0.f, 0.f);
- const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
- if (g.ActiveId == id || is_currently_scrolling)
- {
- edit_state.CursorAnim += io.DeltaTime;
+ ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+ ImVec2 text_size(0.0f, 0.0f);
+ // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
+ // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
+ // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
+ const int buf_display_max_length = 2 * 1024 * 1024;
+ const char* buf_display = NULL;
+ const char* buf_display_end = NULL;
+
+ // Render text. We currently only render selection when the widget is active or while scrolling.
+ // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
+ const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
+ const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+ if (render_cursor || render_selection)
+ {
+ // Render text (with cursor and selection)
// This is going to be messy. We need to:
// - Display the text (this alone can be more easily clipped)
// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
// - Measure text height (for scrollbar)
// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
// FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
- const ImWchar* text_begin = edit_state.TextW.Data;
+ IM_ASSERT(state != NULL);
+ const ImWchar* text_begin = state->TextW.Data;
ImVec2 cursor_offset, select_start_offset;
{
- // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
- const ImWchar* searches_input_ptr[2];
- searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
- searches_input_ptr[1] = NULL;
- int searches_remaining = 1;
- int searches_result_line_number[2] = { -1, -999 };
- if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+ // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.
+ const ImWchar* searches_input_ptr[2] = { NULL, NULL };
+ int searches_result_line_no[2] = { -1000, -1000 };
+ int searches_remaining = 0;
+ if (render_cursor)
{
- searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
- searches_result_line_number[1] = -1;
+ searches_input_ptr[0] = text_begin + state->Stb.cursor;
+ searches_result_line_no[0] = -1;
+ searches_remaining++;
+ }
+ if (render_selection)
+ {
+ searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
+ searches_result_line_no[1] = -1;
searches_remaining++;
}
@@ -3634,20 +3701,22 @@
if (*s == '\n')
{
line_count++;
- if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
- if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
+ if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }
+ if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }
}
line_count++;
- if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
- if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;
+ if (searches_result_line_no[0] == -1)
+ searches_result_line_no[0] = line_count;
+ if (searches_result_line_no[1] == -1)
+ searches_result_line_no[1] = line_count;
// Calculate 2d position by finding the beginning of the line and measuring distance
cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
- cursor_offset.y = searches_result_line_number[0] * g.FontSize;
- if (searches_result_line_number[1] >= 0)
+ cursor_offset.y = searches_result_line_no[0] * g.FontSize;
+ if (searches_result_line_no[1] >= 0)
{
select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
- select_start_offset.y = searches_result_line_number[1] * g.FontSize;
+ select_start_offset.y = searches_result_line_no[1] * g.FontSize;
}
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
@@ -3656,20 +3725,20 @@
}
// Scroll
- if (edit_state.CursorFollow)
+ if (render_cursor && state->CursorFollow)
{
// Horizontal scroll in chunks of quarter width
if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
{
const float scroll_increment_x = size.x * 0.25f;
- if (cursor_offset.x < edit_state.ScrollX)
- edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
- else if (cursor_offset.x - size.x >= edit_state.ScrollX)
- edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
+ if (cursor_offset.x < state->ScrollX)
+ state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
+ else if (cursor_offset.x - size.x >= state->ScrollX)
+ state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
}
else
{
- edit_state.ScrollX = 0.0f;
+ state->ScrollX = 0.0f;
}
// Vertical scroll
@@ -3680,24 +3749,25 @@
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y;
- draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag
+ draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y;
- render_pos.y = draw_window->DC.CursorPos.y;
+ draw_pos.y = draw_window->DC.CursorPos.y;
}
+
+ state->CursorFollow = false;
}
- edit_state.CursorFollow = false;
- const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
// Draw selection
- if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+ const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);
+ if (render_selection)
{
- const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
- const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
+ const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
+ const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);
+ ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
- ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
- ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
+ ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
{
if (rect_pos.y > clip_rect.w + g.FontSize)
@@ -3719,36 +3789,44 @@
if (rect.Overlaps(clip_rect))
draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
}
- rect_pos.x = render_pos.x - render_scroll.x;
+ rect_pos.x = draw_pos.x - draw_scroll.x;
rect_pos.y += g.FontSize;
}
}
- const int buf_display_len = edit_state.CurLenA;
- if (is_multiline || buf_display_len < buf_display_max_length)
- draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);
+ // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
+ buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf;
+ buf_display_end = buf_display + state->CurLenA;
+ if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+ draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
// Draw blinking cursor
- bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
- 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+1.0f, 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.GetBL(), GetColorU32(ImGuiCol_Text));
+ if (render_cursor)
+ {
+ state->CursorAnim += io.DeltaTime;
+ bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+ ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll;
+ ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, 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.GetBL(), 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)
- g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
+ // 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_readonly)
+ g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+ }
}
else
{
- // Render text only
- const char* buf_end = NULL;
+ // Render text only (no selection, no cursor)
+ buf_display = (g.ActiveId == id && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf;
if (is_multiline)
- text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
+ text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
+ else if (g.ActiveId == id)
+ buf_display_end = buf_display + state->CurLenA;
else
- buf_end = buf_display + strlen(buf_display);
- if (is_multiline || (buf_end - buf_display) < buf_display_max_length)
- draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
+ buf_display_end = buf_display + strlen(buf_display);
+ if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
+ draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
if (is_multiline)
@@ -3763,7 +3841,7 @@
// Log as text
if (g.LogEnabled && !is_password)
- LogRenderedText(&render_pos, buf_display, NULL);
+ LogRenderedText(&draw_pos, buf_display, buf_display_end);
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -3771,6 +3849,7 @@
if (value_changed)
MarkItemEdited(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
else
@@ -3877,9 +3956,14 @@
if (n + 1 == components)
PushItemWidth(w_item_last);
if (flags & ImGuiColorEditFlags_Float)
- value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
+ {
+ value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
+ value_changed_as_float |= value_changed;
+ }
else
+ {
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
+ }
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
}
@@ -3982,7 +4066,7 @@
{
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
{
- memcpy((float*)col, payload->Data, sizeof(float) * 3);
+ memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512
value_changed = true;
}
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
@@ -4564,7 +4648,7 @@
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
SetCursorScreenPos(backup_pos);
ImVec4 dummy_ref_col;
- memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
+ memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
PopID();
}
@@ -4585,7 +4669,7 @@
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
-// - TreeNodeBehavior() [Internal]
+// - TreeNodeBehavior() [Internal]
// - TreePush()
// - TreePop()
// - TreeAdvanceToLabelPos()
@@ -4720,7 +4804,7 @@
// When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
// NB- If we are above max depth we still allow manually opened nodes to be logged.
- if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+ if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
is_open = true;
return is_open;
@@ -4760,6 +4844,7 @@
// (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
+ bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
@@ -4775,24 +4860,29 @@
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushRawID(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
// Flags that affects opening behavior:
- // - 0(default) ..................... single-click anywhere to open
+ // - 0 (default) .................... single-click anywhere to open
// - OpenOnDoubleClick .............. double-click anywhere to open
// - OpenOnArrow .................... single-click on arrow to open
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
- ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
- if (!(flags & ImGuiTreeNodeFlags_Leaf))
- button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+ ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
+ if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
+ button_flags |= ImGuiButtonFlags_AllowItemOverlap;
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
+ if (!is_leaf)
+ button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
- bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
- if (!(flags & ImGuiTreeNodeFlags_Leaf))
+ bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
+ bool toggled = false;
+ if (!is_leaf)
{
- bool toggled = false;
if (pressed)
{
toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
@@ -4827,11 +4917,12 @@
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
+ ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
if (display_frame)
{
// Framed type
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
- RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
+ RenderNavHighlight(frame_bb, id, nav_highlight_flags);
RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
if (g.LogEnabled)
{
@@ -4840,7 +4931,7 @@
const char log_suffix[] = "##";
LogRenderedText(&text_pos, log_prefix, log_prefix+3);
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
- LogRenderedText(&text_pos, log_suffix+1, log_suffix+3);
+ LogRenderedText(&text_pos, log_suffix, log_suffix+2);
}
else
{
@@ -4850,15 +4941,15 @@
else
{
// Unframed typed for tree nodes
- if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
+ if (hovered || selected)
{
RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
- RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
+ RenderNavHighlight(frame_bb, id, nav_highlight_flags);
}
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
- else if (!(flags & ImGuiTreeNodeFlags_Leaf))
+ else if (!is_leaf)
RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
@@ -4867,6 +4958,7 @@
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushRawID(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
@@ -4964,7 +5056,7 @@
ImGuiItemHoveredDataBackup last_item_backup;
float button_radius = g.FontSize * 0.5f;
ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y);
- if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), button_center, button_radius))
+ if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius))
*p_open = false;
last_item_backup.Restore();
}
@@ -5003,7 +5095,7 @@
// Fill horizontal space.
ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
- float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
+ float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
@@ -5018,7 +5110,7 @@
bb.Min.y -= spacing_U;
bb.Max.x += spacing_R;
bb.Max.y += spacing_D;
- if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
+ if (!ItemAdd(bb, id))
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
PushColumnClipRect();
@@ -5032,11 +5124,11 @@
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
if (pressed || hovered)
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
@@ -5062,7 +5154,7 @@
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
- RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
+ RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
@@ -5109,6 +5201,13 @@
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
+ if (!IsRectVisible(bb.Min, bb.Max))
+ {
+ ItemSize(bb.GetSize(), style.FramePadding.y);
+ ItemAdd(bb, 0, &frame_bb);
+ return false;
+ }
+
BeginGroup();
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -5201,7 +5300,7 @@
// - PlotHistogram()
//-------------------------------------------------------------------------
-void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@@ -5209,20 +5308,21 @@
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- if (graph_size.x == 0.0f)
- graph_size.x = CalcItemWidth();
- if (graph_size.y == 0.0f)
- graph_size.y = label_size.y + (style.FramePadding.y * 2);
+ if (frame_size.x == 0.0f)
+ frame_size.x = CalcItemWidth();
+ if (frame_size.y == 0.0f)
+ frame_size.y = label_size.y + (style.FramePadding.y * 2);
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0, &frame_bb))
return;
- const bool hovered = ItemHoverable(inner_bb, 0);
+ const bool hovered = ItemHoverable(frame_bb, id);
// Determine scale from values if not specified
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
@@ -5243,14 +5343,15 @@
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
- if (values_count > 0)
+ const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
+ if (values_count >= values_count_min)
{
- int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+ int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
// Tooltip on hover
int v_hovered = -1;
- if (hovered)
+ if (hovered && inner_bb.Contains(g.IO.MousePos))
{
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
const int v_idx = (int)(t * item_count);
@@ -5457,7 +5558,7 @@
End();
return false;
}
- return true;
+ return true; //-V1020
}
void ImGui::EndMainMenuBar()
@@ -5493,8 +5594,8 @@
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
- window->DC.NavLayerCurrent++;
- window->DC.NavLayerCurrentMask <<= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
@@ -5520,7 +5621,7 @@
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
- g.NavLayer = 1;
+ g.NavLayer = ImGuiNavLayer_Menu;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
@@ -5535,8 +5636,8 @@
window->DC.GroupStack.back().AdvanceCursor = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
- window->DC.NavLayerCurrent--;
- window->DC.NavLayerCurrentMask >>= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.MenuBarAppending = false;
}
@@ -5554,12 +5655,14 @@
bool pressed;
bool menu_is_open = IsPopupOpen(id);
- bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
+ bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
- // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
+ // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
+ // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
+ // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
@@ -5595,17 +5698,18 @@
{
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_within_opened_triangle = false;
- if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
+ if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
- if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
+ if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window)
{
+ // FIXME-DPI: Values should be derived from a master "scale" factor.
ImRect next_window_rect = next_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
- ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
- tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
+ ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
+ tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
@@ -5648,9 +5752,11 @@
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true;
if (want_close && IsPopupOpen(id))
- ClosePopupToLevel(g.CurrentPopupStack.Size);
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
- if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
+
+ if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
@@ -5676,14 +5782,14 @@
void ImGui::EndMenu()
{
- // Nav: When a left move request _within our child menu_ failed, close the menu.
+ // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
- ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
@@ -5729,6 +5835,8 @@
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
@@ -5742,3 +5850,893 @@
}
return false;
}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+//-------------------------------------------------------------------------
+// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
+// and some of the construct which are not used in Master may be left here to facilitate merging.
+//-------------------------------------------------------------------------
+// - BeginTabBar()
+// - BeginTabBarEx() [Internal]
+// - EndTabBar()
+// - TabBarLayout() [Internal]
+// - TabBarCalcTabID() [Internal]
+// - TabBarCalcMaxTabWidth() [Internal]
+// - TabBarFindTabById() [Internal]
+// - TabBarRemoveTab() [Internal]
+// - TabBarCloseTab() [Internal]
+// - TabBarScrollClamp()v
+// - TabBarScrollToTab() [Internal]
+// - TabBarQueueChangeTabOrder() [Internal]
+// - TabBarScrollingButtons() [Internal]
+// - TabBarTabListPopupButton() [Internal]
+//-------------------------------------------------------------------------
+
+namespace ImGui
+{
+ static void TabBarLayout(ImGuiTabBar* tab_bar);
+ static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
+ static float TabBarCalcMaxTabWidth();
+ static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
+ static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+ static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
+ static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
+}
+
+ImGuiTabBar::ImGuiTabBar()
+{
+ ID = 0;
+ SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
+ CurrFrameVisible = PrevFrameVisible = -1;
+ ContentsHeight = 0.0f;
+ OffsetMax = OffsetNextTab = 0.0f;
+ ScrollingAnim = ScrollingTarget = 0.0f;
+ Flags = ImGuiTabBarFlags_None;
+ ReorderRequestTabId = 0;
+ ReorderRequestDir = 0;
+ WantLayout = VisibleTabWasSubmitted = false;
+ LastTabItemIdx = -1;
+}
+
+static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs)
+{
+ const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+ const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+ return (int)(a->Offset - b->Offset);
+}
+
+static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs)
+{
+ const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs;
+ const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs;
+ if (int d = (int)(b->Width - a->Width))
+ return d;
+ return (b->Index - a->Index);
+}
+
+static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref)
+{
+ ImGuiContext& g = *GImGui;
+ return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool);
+}
+
+static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.TabBars.Contains(tab_bar))
+ return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar));
+ return ImGuiTabBarRef(tab_bar);
+}
+
+bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ ImGuiID id = window->GetID(str_id);
+ ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
+ ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
+ tab_bar->ID = id;
+ return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);
+}
+
+bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ if ((flags & ImGuiTabBarFlags_DockNode) == 0)
+ window->IDStack.push_back(tab_bar->ID);
+
+ // Add to stack
+ g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
+ g.CurrentTabBar = tab_bar;
+
+ if (tab_bar->CurrFrameVisible == g.FrameCount)
+ {
+ //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
+ IM_ASSERT(0);
+ return true;
+ }
+
+ // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
+ // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
+ if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
+
+ // Flags
+ if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+ flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+
+ tab_bar->Flags = flags;
+ tab_bar->BarRect = tab_bar_bb;
+ tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
+ tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
+ tab_bar->CurrFrameVisible = g.FrameCount;
+ tab_bar->FramePadding = g.Style.FramePadding;
+
+ // Layout
+ ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight()));
+ window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
+
+ // Draw separator
+ const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab);
+ const float y = tab_bar->BarRect.Max.y - 1.0f;
+ {
+ const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x;
+ const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x;
+ window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
+ }
+ return true;
+}
+
+void ImGui::EndTabBar()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!");
+ return; // FIXME-ERRORHANDLING
+ }
+ if (tab_bar->WantLayout)
+ TabBarLayout(tab_bar);
+
+ // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
+ const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+ if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
+ tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
+ else
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight;
+
+ if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
+ PopID();
+
+ g.CurrentTabBarStack.pop_back();
+ g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
+}
+
+// This is called only once a frame before by the first call to ItemTab()
+// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
+static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ tab_bar->WantLayout = false;
+
+ // Garbage collect
+ int tab_dst_n = 0;
+ for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
+ if (tab->LastFrameVisible < tab_bar->PrevFrameVisible)
+ {
+ if (tab->ID == tab_bar->SelectedTabId)
+ tab_bar->SelectedTabId = 0;
+ continue;
+ }
+ if (tab_dst_n != tab_src_n)
+ tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
+ tab_dst_n++;
+ }
+ if (tab_bar->Tabs.Size != tab_dst_n)
+ tab_bar->Tabs.resize(tab_dst_n);
+
+ // Setup next selected tab
+ ImGuiID scroll_track_selected_tab_id = 0;
+ if (tab_bar->NextSelectedTabId)
+ {
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
+ tab_bar->NextSelectedTabId = 0;
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId;
+ }
+
+ // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
+ if (tab_bar->ReorderRequestTabId != 0)
+ {
+ if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId))
+ {
+ //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
+ int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;
+ if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size)
+ {
+ ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+ ImGuiTabItem item_tmp = *tab1;
+ *tab1 = *tab2;
+ *tab2 = item_tmp;
+ if (tab2->ID == tab_bar->SelectedTabId)
+ scroll_track_selected_tab_id = tab2->ID;
+ tab1 = tab2 = NULL;
+ }
+ if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
+ MarkIniSettingsDirty();
+ }
+ tab_bar->ReorderRequestTabId = 0;
+ }
+
+ // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
+ const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
+ if (tab_list_popup_button)
+ if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x!
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+ ImVector<ImGuiTabBarSortItem>& width_sort_buffer = g.TabSortByWidthBuffer;
+ width_sort_buffer.resize(tab_bar->Tabs.Size);
+
+ // Compute ideal widths
+ float width_total_contents = 0.0f;
+ ImGuiTabItem* most_recently_selected_tab = NULL;
+ bool found_selected_tab_id = false;
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
+
+ if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
+ most_recently_selected_tab = tab;
+ if (tab->ID == tab_bar->SelectedTabId)
+ found_selected_tab_id = true;
+
+ // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
+ // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
+ // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
+ const char* tab_name = tab_bar->GetTabName(tab);
+ tab->WidthContents = TabItemCalcSize(tab_name, (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true).x;
+
+ width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
+
+ // Store data so we can build an array sorted by width if we need to shrink tabs down
+ width_sort_buffer[tab_n].Index = tab_n;
+ width_sort_buffer[tab_n].Width = tab->WidthContents;
+ }
+
+ // Compute width
+ const float width_avail = tab_bar->BarRect.GetWidth();
+ float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
+ if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
+ {
+ // If we don't have enough room, resize down the largest tabs first
+ if (tab_bar->Tabs.Size > 1)
+ ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer);
+ int tab_count_same_width = 1;
+ while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size)
+ {
+ while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width)
+ tab_count_same_width++;
+ float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f);
+ float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max);
+ for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++)
+ width_sort_buffer[tab_n].Width -= width_to_remove_per_tab;
+ width_excess -= width_to_remove_per_tab * tab_count_same_width;
+ }
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width;
+ }
+ else
+ {
+ const float tab_max_width = TabBarCalcMaxTabWidth();
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ tab->Width = ImMin(tab->WidthContents, tab_max_width);
+ }
+ }
+
+ // Layout all active tabs
+ float offset_x = 0.0f;
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ tab->Offset = offset_x;
+ if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+ scroll_track_selected_tab_id = tab->ID;
+ offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
+ }
+ tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
+ tab_bar->OffsetNextTab = 0.0f;
+
+ // Horizontal scrolling buttons
+ const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
+ if (scrolling_buttons)
+ if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x!
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+ // If we have lost the selected tab, select the next most recently active one
+ if (found_selected_tab_id == false)
+ tab_bar->SelectedTabId = 0;
+ if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
+
+ // Lock in visible tab
+ tab_bar->VisibleTabId = tab_bar->SelectedTabId;
+ tab_bar->VisibleTabWasSubmitted = false;
+
+ // Update scrolling
+ if (scroll_track_selected_tab_id)
+ if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
+ TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
+ tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
+ tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
+ const float scrolling_speed = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) ? FLT_MAX : (g.IO.DeltaTime * g.FontSize * 70.0f);
+ if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
+ tab_bar->ScrollingAnim = ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, scrolling_speed);
+
+ // Clear name buffers
+ if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
+ tab_bar->TabsNames.Buf.resize(0);
+}
+
+// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
+static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
+{
+ if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+ {
+ ImGuiID id = ImHashStr(label, 0);
+ KeepAliveID(id);
+ return id;
+ }
+ else
+ {
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(label);
+ }
+}
+
+static float ImGui::TabBarCalcMaxTabWidth()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize * 20.0f;
+}
+
+ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (tab_id != 0)
+ for (int n = 0; n < tab_bar->Tabs.Size; n++)
+ if (tab_bar->Tabs[n].ID == tab_id)
+ return &tab_bar->Tabs[n];
+ return NULL;
+}
+
+// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
+void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+ tab_bar->Tabs.erase(tab);
+ if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
+ if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
+ if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
+}
+
+// Called on manual closure attempt
+void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+ {
+ // This will remove a frame of lag for selecting another tab on closure.
+ // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
+ tab->LastFrameVisible = -1;
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+ }
+ else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+ {
+ // Actually select before expecting closure
+ tab_bar->NextSelectedTabId = tab->ID;
+ }
+}
+
+static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
+{
+ scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth());
+ return ImMax(scrolling, 0.0f);
+}
+
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ ImGuiContext& g = *GImGui;
+ float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
+ int order = tab_bar->GetTabOrder(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);
+ if (tab_bar->ScrollingTarget > tab_x1)
+ tab_bar->ScrollingTarget = tab_x1;
+ if (tab_bar->ScrollingTarget + tab_bar->BarRect.GetWidth() < tab_x2)
+ tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
+}
+
+void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir)
+{
+ IM_ASSERT(dir == -1 || dir == +1);
+ IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+ tab_bar->ReorderRequestTabId = tab->ID;
+ tab_bar->ReorderRequestDir = dir;
+}
+
+static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
+ const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
+
+ const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+ //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
+
+ const ImRect avail_bar_rect = tab_bar->BarRect;
+ bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f)));
+ if (want_clip_rect)
+ PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true);
+
+ ImGuiTabItem* tab_to_select = NULL;
+
+ int select_dir = 0;
+ ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+ arrow_col.w *= 0.5f;
+
+ PushStyleColor(ImGuiCol_Text, arrow_col);
+ PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+ const float backup_repeat_delay = g.IO.KeyRepeatDelay;
+ const float backup_repeat_rate = g.IO.KeyRepeatRate;
+ g.IO.KeyRepeatDelay = 0.250f;
+ g.IO.KeyRepeatRate = 0.200f;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y);
+ if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
+ select_dir = -1;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y);
+ if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
+ select_dir = +1;
+ PopStyleColor(2);
+ g.IO.KeyRepeatRate = backup_repeat_rate;
+ g.IO.KeyRepeatDelay = backup_repeat_delay;
+
+ if (want_clip_rect)
+ PopClipRect();
+
+ if (select_dir != 0)
+ if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+ {
+ int selected_order = tab_bar->GetTabOrder(tab_item);
+ int target_order = selected_order + select_dir;
+ tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible
+ }
+ window->DC.CursorPos = backup_cursor_pos;
+ tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
+
+ return tab_to_select;
+}
+
+static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // We use g.Style.FramePadding.y to match the square ArrowButton size
+ const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
+ const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
+ tab_bar->BarRect.Min.x += tab_list_popup_button_width;
+
+ ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+ arrow_col.w *= 0.5f;
+ PushStyleColor(ImGuiCol_Text, arrow_col);
+ PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+ bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview);
+ PopStyleColor(2);
+
+ ImGuiTabItem* tab_to_select = NULL;
+ if (open)
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ const char* tab_name = tab_bar->GetTabName(tab);
+ if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
+ tab_to_select = tab;
+ }
+ EndCombo();
+ }
+
+ window->DC.CursorPos = backup_cursor_pos;
+ return tab_to_select;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
+//-------------------------------------------------------------------------
+// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
+// and some of the construct which are not used in Master may be left here to facilitate merging.
+//-------------------------------------------------------------------------
+// - BeginTabItem()
+// - EndTabItem()
+// - TabItemEx() [Internal]
+// - SetTabItemClosed()
+// - TabItemCalcSize() [Internal]
+// - TabItemBackground() [Internal]
+// - TabItemLabelAndCloseButton() [Internal]
+//-------------------------------------------------------------------------
+
+bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.CurrentWindow->SkipItems)
+ return false;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return false; // FIXME-ERRORHANDLING
+ }
+ bool ret = TabItemEx(tab_bar, label, p_open, flags);
+ if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+ g.CurrentWindow->IDStack.push_back(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
+ }
+ return ret;
+}
+
+void ImGui::EndTabItem()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.CurrentWindow->SkipItems)
+ return;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return;
+ }
+ IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+ if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
+ g.CurrentWindow->IDStack.pop_back();
+}
+
+bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
+{
+ // Layout whole tab bar if not already done
+ if (tab_bar->WantLayout)
+ TabBarLayout(tab_bar);
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = TabBarCalcTabID(tab_bar, label);
+
+ // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
+ if (p_open && !*p_open)
+ {
+ PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
+ ItemAdd(ImRect(), id);
+ PopItemFlag();
+ return false;
+ }
+
+ // Calculate tab contents size
+ ImVec2 size = TabItemCalcSize(label, p_open != NULL);
+
+ // Acquire tab data
+ ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
+ bool tab_is_new = false;
+ if (tab == NULL)
+ {
+ tab_bar->Tabs.push_back(ImGuiTabItem());
+ tab = &tab_bar->Tabs.back();
+ tab->ID = id;
+ tab->Width = size.x;
+ tab_is_new = true;
+ }
+ tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
+ tab->WidthContents = size.x;
+
+ if (p_open == NULL)
+ flags |= ImGuiTabItemFlags_NoCloseButton;
+
+ const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+ const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
+ const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
+ tab->LastFrameVisible = g.FrameCount;
+ tab->Flags = flags;
+
+ // Append name with zero-terminator
+ tab->NameOffset = tab_bar->TabsNames.size();
+ tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+
+ // If we are not reorderable, always reset offset based on submission order.
+ // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
+ if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+ {
+ tab->Offset = tab_bar->OffsetNextTab;
+ tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
+ }
+
+ // Update selected tab
+ if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
+ if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
+ tab_bar->NextSelectedTabId = id; // New tabs gets activated
+
+ // Lock visibility
+ bool tab_contents_visible = (tab_bar->VisibleTabId == id);
+ if (tab_contents_visible)
+ tab_bar->VisibleTabWasSubmitted = true;
+
+ // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
+ if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
+ if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
+ tab_contents_visible = true;
+
+ if (tab_appearing && !(tab_bar_appearing && !tab_is_new))
+ {
+ PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
+ ItemAdd(ImRect(), id);
+ PopItemFlag();
+ return tab_contents_visible;
+ }
+
+ if (tab_bar->SelectedTabId == id)
+ tab->LastFrameSelected = g.FrameCount;
+
+ // Backup current layout position
+ const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
+
+ // Layout
+ size.x = tab->Width;
+ window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f);
+ ImVec2 pos = window->DC.CursorPos;
+ ImRect bb(pos, pos + size);
+
+ // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
+ bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x);
+ if (want_clip_rect)
+ PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true);
+
+ ItemSize(bb, style.FramePadding.y);
+ if (!ItemAdd(bb, id))
+ {
+ if (want_clip_rect)
+ PopClipRect();
+ window->DC.CursorPos = backup_main_cursor_pos;
+ return tab_contents_visible;
+ }
+
+ // Click to Select a tab
+ ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
+ if (g.DragDropActive)
+ button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+ hovered |= (g.HoveredId == id);
+ if (pressed || ((flags & ImGuiTabItemFlags_SetSelected) && !tab_contents_visible)) // SetSelected can only be passed on explicit tab bar
+ tab_bar->NextSelectedTabId = id;
+
+ // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)
+ if (!held)
+ SetItemAllowOverlap();
+
+ // Drag and drop: re-order tabs
+ if (held && !tab_appearing && IsMouseDragging(0))
+ {
+ if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+ {
+ // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
+ if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
+ {
+ if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
+ TabBarQueueChangeTabOrder(tab_bar, tab, -1);
+ }
+ else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
+ {
+ if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
+ TabBarQueueChangeTabOrder(tab_bar, tab, +1);
+ }
+ }
+ }
+
+#if 0
+ if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents)
+ {
+ // Enlarge tab display when hovering
+ bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
+ display_draw_list = GetOverlayDrawList(window);
+ TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
+ }
+#endif
+
+ // Render tab shape
+ ImDrawList* display_draw_list = window->DrawList;
+ const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));
+ TabItemBackground(display_draw_list, bb, flags, tab_col);
+ RenderNavHighlight(bb, id);
+
+ // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
+ const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+ if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))
+ tab_bar->NextSelectedTabId = id;
+
+ if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+ flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+ // Render tab label, process close button
+ const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
+ bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id);
+ if (just_closed && p_open != NULL)
+ {
+ *p_open = false;
+ TabBarCloseTab(tab_bar, tab);
+ }
+
+ // Restore main window position so user can draw there
+ if (want_clip_rect)
+ PopClipRect();
+ window->DC.CursorPos = backup_main_cursor_pos;
+
+ // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
+ if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f)
+ if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip))
+ SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
+
+ return tab_contents_visible;
+}
+
+// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
+// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem()
+void ImGui::SetTabItemClosed(const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
+ if (is_within_manual_tab_bar)
+ {
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
+ ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
+ TabBarRemoveTab(tab_bar, tab_id);
+ }
+}
+
+ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
+ if (has_close_button)
+ size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
+ else
+ size.x += g.Style.FramePadding.x + 1.0f;
+ return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
+}
+
+void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
+{
+ // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
+ ImGuiContext& g = *GImGui;
+ const float width = bb.GetWidth();
+ IM_UNUSED(flags);
+ IM_ASSERT(width > 0.0f);
+ const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f));
+ const float y1 = bb.Min.y + 1.0f;
+ const float y2 = bb.Max.y - 1.0f;
+ draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
+ draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
+ draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
+ draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
+ draw_list->PathFillConvex(col);
+ if (g.Style.TabBorderSize > 0.0f)
+ {
+ draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
+ draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
+ draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
+ draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
+ draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
+ }
+}
+
+// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
+// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
+bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ if (bb.GetWidth() <= 1.0f)
+ return false;
+
+ // Render text label (with clipping + alpha gradient) + unsaved marker
+ const char* TAB_UNSAVED_MARKER = "*";
+ ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
+ if (flags & ImGuiTabItemFlags_UnsavedDocument)
+ {
+ text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
+ ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f));
+ RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
+ }
+ ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
+
+ // Close Button
+ // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
+ // 'hovered' will be true when hovering the Tab but NOT when hovering the close button
+ // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
+ // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
+ bool close_button_pressed = false;
+ bool close_button_visible = false;
+ if (close_button_id != 0)
+ if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
+ close_button_visible = true;
+ if (close_button_visible)
+ {
+ ImGuiItemHoveredDataBackup last_item_backup;
+ const float close_button_sz = g.FontSize * 0.5f;
+ if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz))
+ close_button_pressed = true;
+ last_item_backup.Restore();
+
+ // Close with middle mouse button
+ if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
+ close_button_pressed = true;
+
+ text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f;
+ }
+
+ // Label with ellipsis
+ // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment
+ const char* label_display_end = FindRenderedTextEnd(label);
+ if (label_size.x > text_ellipsis_clip_bb.GetWidth())
+ {
+ const int ellipsis_dot_count = 3;
+ const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f;
+ const char* label_end = NULL;
+ float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x;
+ if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis
+ {
+ label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end);
+ label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x;
+ }
+ while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space
+ {
+ label_end--;
+ label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte
+ }
+ RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f));
+
+ const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f;
+ if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x)
+ RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text));
+ }
+ else
+ {
+ RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f));
+ }
+
+ return close_button_pressed;
+}
diff --git a/imstb_rectpack.h b/imstb_rectpack.h
index 2b07dcc..23f922a 100644
--- a/imstb_rectpack.h
+++ b/imstb_rectpack.h
@@ -1,4 +1,10 @@
-// stb_rect_pack.h - v0.11 - public domain - rectangle packing
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_rect_pack.h 0.99.
+// Those changes would need to be pushed into nothings/stb:
+// - Added STBRP__CDECL
+// Grep for [DEAR IMGUI] to find the changes.
+
+// stb_rect_pack.h - v0.99 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
@@ -34,6 +40,7 @@
//
// Version history:
//
+// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
@@ -204,6 +211,7 @@
#define STBRP_ASSERT assert
#endif
+// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
@@ -512,6 +520,7 @@
return res;
}
+// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@@ -523,6 +532,7 @@
return (p->w > q->w) ? -1 : (p->w < q->w);
}
+// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@@ -543,9 +553,6 @@
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
- #ifndef STBRP_LARGE_RECTS
- STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
- #endif
}
// sort according to heuristic
diff --git a/imstb_textedit.h b/imstb_textedit.h
index 9e12469..d7fcbd6 100644
--- a/imstb_textedit.h
+++ b/imstb_textedit.h
@@ -1,9 +1,10 @@
-// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb
-// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620)
-// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
-// [ImGui] - fixed some minor warnings
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_textedit.h 1.13.
+// Those changes would need to be pushed into nothings/stb:
+// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
+// Grep for [DEAR IMGUI] to find the changes.
-// stb_textedit.h - v1.12 - public domain - Sean Barrett
+// stb_textedit.h - v1.13 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@@ -34,6 +35,7 @@
//
// VERSION HISTORY
//
+// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
@@ -563,7 +565,6 @@
// now scan to find xpos
find->x = r.x0;
- i = 0;
for (i=0; first+i < n; ++i)
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
}
@@ -693,7 +694,7 @@
static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
if (STB_TEXT_HAS_SELECTION(state)) {
- stb_textedit_delete_selection(str,state); // implicity clamps
+ stb_textedit_delete_selection(str,state); // implicitly clamps
state->has_preferred_x = 0;
return 1;
}
@@ -745,7 +746,7 @@
state->has_preferred_x = 0;
}
} else {
- stb_textedit_delete_selection(str,state); // implicity clamps
+ stb_textedit_delete_selection(str,state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
@@ -1133,7 +1134,14 @@
state->undo_rec[i].char_storage += n;
}
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
- STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
+ // {DEAR IMGUI]
+ size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
+ const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
+ const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
+ IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
+ IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
+ STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
+
// now move redo_point to point to the new one
++state->redo_point;
}
diff --git a/imstb_truetype.h b/imstb_truetype.h
index f65deb5..c1cdb18 100644
--- a/imstb_truetype.h
+++ b/imstb_truetype.h
@@ -1,4 +1,9 @@
-// stb_truetype.h - v1.19 - public domain
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_truetype.h 1.20.
+// Mostly fixing for compiler and static analyzer warnings.
+// Grep for [DEAR IMGUI] to find the changes.
+
+// stb_truetype.h - v1.20 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
//
// This library processes TrueType files:
@@ -49,6 +54,7 @@
//
// VERSION HISTORY
//
+// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix
@@ -75,7 +81,7 @@
//
// USAGE
//
-// Include this file in whatever places neeed to refer to it. In ONE C/C++
+// Include this file in whatever places need to refer to it. In ONE C/C++
// file, write:
// #define STB_TRUETYPE_IMPLEMENTATION
// before the #include of this file. This expands out the actual
@@ -247,8 +253,8 @@
// Documentation & header file 520 LOC \___ 660 LOC documentation
// Sample code 140 LOC /
// Truetype parsing 620 LOC ---- 620 LOC TrueType
-// Software rasterization 240 LOC \ .
-// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation
+// Software rasterization 240 LOC \.
+// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
@@ -556,6 +562,8 @@
//
// It's inefficient; you might want to c&p it and optimize it.
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
+// Query the font vertical metrics without having to create a font first.
//////////////////////////////////////////////////////////////////////////////
@@ -641,6 +649,12 @@
// To use with PackFontRangesGather etc., you must set it before calls
// call to PackFontRangesGatherRects.
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
+// If skip != 0, this tells stb_truetype to skip any codepoints for which
+// there is no corresponding glyph. If skip=0, which is the default, then
+// codepoints without a glyph recived the font's "missing character" glyph,
+// typically an empty box by convention.
+
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
@@ -669,6 +683,7 @@
int height;
int stride_in_bytes;
int padding;
+ int skip_missing;
unsigned int h_oversample, v_oversample;
unsigned char *pixels;
void *nodes;
@@ -694,7 +709,7 @@
// file will only define one font and it always be at offset 0, so it will
// return '0' for index 0, and -1 for all other indices.
-// The following structure is defined publically so you can declare one on
+// The following structure is defined publicly so you can declare one on
// the stack or as a global or etc, but you should treat it as opaque.
struct stbtt_fontinfo
{
@@ -733,6 +748,7 @@
// and you want a speed-up, call this function with the character you're
// going to process, then use glyph-based functions instead of the
// codepoint-based functions.
+// Returns 0 if the character codepoint is not defined in the font.
//////////////////////////////////////////////////////////////////////////////
@@ -820,7 +836,7 @@
// returns # of vertices and fills *vertices with the pointer to them
// these are expressed in "unscaled" coordinates
//
-// The shape is a series of countours. Each one starts with
+// The shape is a series of contours. Each one starts with
// a STBTT_moveto, then consists of a series of mixed
// STBTT_lineto and STBTT_curveto segments. A lineto
// draws a line from previous endpoint to its x,y; a curveto
@@ -916,7 +932,7 @@
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
// These functions compute a discretized SDF field for a single character, suitable for storing
// in a single-channel texture, sampling with bilinear filtering, and testing against
-// larger than some threshhold to produce scalable fonts.
+// larger than some threshold to produce scalable fonts.
// info -- the font
// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
// glyph/codepoint -- the character to generate the SDF for
@@ -1825,7 +1841,7 @@
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
- if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+ if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
@@ -2196,7 +2212,7 @@
} break;
default:
- if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))
+ if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560
return STBTT__CSERR("reserved operator");
// push immediate
@@ -2368,7 +2384,8 @@
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
- classDefTable = classDef1ValueArray + 2 * glyphCount;
+ // [DEAR IMGUI] Commented to fix static analyzer warning
+ //classDefTable = classDef1ValueArray + 2 * glyphCount;
} break;
case 2: {
@@ -2392,7 +2409,8 @@
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
- classDefTable = classRangeRecords + 6 * classRangeCount;
+ // [DEAR IMGUI] Commented to fix static analyzer warning
+ //classDefTable = classRangeRecords + 6 * classRangeCount;
} break;
default: {
@@ -3024,6 +3042,8 @@
dx = -dx;
dy = -dy;
t = x0, x0 = xb, xb = t;
+ // [DEAR IMGUI] Fix static analyzer warning
+ (void)dx; // [ImGui: fix static analyzer warning]
}
x1 = (int) x_top;
@@ -3161,7 +3181,13 @@
if (e->y0 != e->y1) {
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
if (z != NULL) {
- STBTT_assert(z->ey >= scan_y_top);
+ if (j == 0 && off_y != 0) {
+ if (z->ey < scan_y_top) {
+ // this can happen due to subpixel positioning and some kind of fp rounding error i think
+ z->ey = scan_y_top;
+ }
+ }
+ STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
// insert at front
z->next = active;
active = z;
@@ -3230,7 +3256,7 @@
static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
{
- /* threshhold for transitioning to insertion sort */
+ /* threshold for transitioning to insertion sort */
while (n > 12) {
stbtt__edge t;
int c01,c12,c,m,i,j;
@@ -3365,7 +3391,7 @@
points[n].y = y;
}
-// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
+// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
{
// midpoint
@@ -3790,6 +3816,7 @@
spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
spc->h_oversample = 1;
spc->v_oversample = 1;
+ spc->skip_missing = 0;
stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
@@ -3815,6 +3842,11 @@
spc->v_oversample = v_oversample;
}
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
+{
+ spc->skip_missing = skip;
+}
+
#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
@@ -3968,13 +4000,17 @@
int x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
- stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
- scale * spc->h_oversample,
- scale * spc->v_oversample,
- 0,0,
- &x0,&y0,&x1,&y1);
- rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
- rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+ if (glyph == 0 && spc->skip_missing) {
+ rects[k].w = rects[k].h = 0;
+ } else {
+ stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ 0,0,
+ &x0,&y0,&x1,&y1);
+ rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+ rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+ }
++k;
}
}
@@ -4027,7 +4063,7 @@
sub_y = stbtt__oversample_shift(spc->v_oversample);
for (j=0; j < ranges[i].num_chars; ++j) {
stbrp_rect *r = &rects[k];
- if (r->was_packed) {
+ if (r->was_packed && r->w != 0 && r->h != 0) {
stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
int advance, lsb, x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
@@ -4141,6 +4177,19 @@
return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
}
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
+{
+ int i_ascent, i_descent, i_lineGap;
+ float scale;
+ stbtt_fontinfo info;
+ stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
+ scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
+ stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
+ *ascent = (float) i_ascent * scale;
+ *descent = (float) i_descent * scale;
+ *lineGap = (float) i_lineGap * scale;
+}
+
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
{
float ipw = 1.0f / pw, iph = 1.0f / ph;
@@ -4253,7 +4302,7 @@
int winding = 0;
orig[0] = x;
- orig[1] = y;
+ //orig[1] = y; // [DEAR IMGUI] commmented double assignment
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);
diff --git a/misc/README.txt b/misc/README.txt
index ff23d7f..be3af5a 100644
--- a/misc/README.txt
+++ b/misc/README.txt
@@ -13,6 +13,6 @@
Benefit from better FreeType rasterization, in particular for small fonts.
misc/natvis/
- Natvis file to describe dear imgui types in the Visual Studio debugger.
- With this, types like ImVector<> will be displayed nicely in the debugger.
+ Natvis file to describe dear imgui types in the Visual Studio debugger.
+ With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
diff --git a/misc/cpp/README.txt b/misc/cpp/README.txt
index dedfa74..9067cac 100644
--- a/misc/cpp/README.txt
+++ b/misc/cpp/README.txt
@@ -3,7 +3,7 @@
InputText() wrappers for C++ standard library (STL) type: std::string.
This is also an example of how you may wrap your own similar types.
-imgui_scoped.h
+imgui_scoped.h
[Experimental, not currently in main repository]
Additional header file with some RAII-style wrappers for common ImGui functions.
Try by merging: https://github.com/ocornut/imgui/pull/2197
diff --git a/misc/cpp/imgui_stdlib.cpp b/misc/cpp/imgui_stdlib.cpp
index 790d8d8..694813a 100644
--- a/misc/cpp/imgui_stdlib.cpp
+++ b/misc/cpp/imgui_stdlib.cpp
@@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types.
// Compatibility:
-// - std::string support is only guaranteed to work from C++11.
+// - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog:
diff --git a/misc/cpp/imgui_stdlib.h b/misc/cpp/imgui_stdlib.h
index 200c45a..06b06b9 100644
--- a/misc/cpp/imgui_stdlib.h
+++ b/misc/cpp/imgui_stdlib.h
@@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types.
// Compatibility:
-// - std::string support is only guaranteed to work from C++11.
+// - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog:
diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt
index 236c3dd..a69bc19 100644
--- a/misc/fonts/README.txt
+++ b/misc/fonts/README.txt
@@ -3,7 +3,7 @@
a 13 pixels high, pixel-perfect font used by default.
We embed it font in source code so you can use Dear ImGui without any file system access.
-You may also load external .TTF/.OTF files.
+You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.
(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font)
@@ -25,7 +25,7 @@
- Building Custom Glyph Ranges
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
-- Links, Other fonts
+- Fonts Links
---------------------------------------
@@ -45,9 +45,9 @@
USING ICONS
---------------------------------------
-Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
+Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
-A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
+A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
@@ -77,8 +77,8 @@
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
- // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
-
+ // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
+
See Links below for other icons fonts and related tools.
@@ -96,7 +96,7 @@
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
-
+
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
@@ -106,21 +106,24 @@
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
ImFontConfig config;
- config.OversampleH = 3;
+ config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
+Read about oversampling here:
+ https://github.com/nothings/stb/blob/master/tests/oversample
+
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
-In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
+In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
set OversampleH/OversampleV to 1 and use a small font size.
Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
- this will be the biggest win.
+ - 1) Reduce glyphs ranges by calculating them from source localization data.
+ You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
@@ -144,14 +147,14 @@
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
-
+
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
-
+
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
-See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
+See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
Offset font vertically by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
@@ -163,8 +166,8 @@
---------------------------------------
Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
-This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
-little blurry or hard to read.
+This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
+little blurry or hard to read.
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
@@ -177,11 +180,11 @@
BUILDING CUSTOM GLYPH RANGES
---------------------------------------
-You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
-For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
+You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
+For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
ImVector<ImWchar> ranges;
- ImFontAtlas::GlyphRangesBuilder builder;
+ ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
@@ -198,11 +201,11 @@
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
-The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
+The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
-or:
+or:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
@@ -221,7 +224,7 @@
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
- https://fonts.google.com/specimen/Cousine
+ https://fonts.google.com/specimen/Cousine
DroidSans.ttf
@@ -267,7 +270,7 @@
Kenney Icon Font (Game Controller Icons)
https://github.com/nicodinh/kenney-icon-font
-
+
IcoMoon - Custom Icon font builder
https://icomoon.io/app
diff --git a/misc/fonts/binary_to_compressed_c.cpp b/misc/fonts/binary_to_compressed_c.cpp
index 08b102d..3fde3d9 100644
--- a/misc/fonts/binary_to_compressed_c.cpp
+++ b/misc/fonts/binary_to_compressed_c.cpp
@@ -56,7 +56,7 @@
return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
}
-char Encode85Byte(unsigned int x)
+char Encode85Byte(unsigned int x)
{
x = (x % 85) + 35;
return (x>='\\') ? x+1 : x;
@@ -214,7 +214,7 @@
static int stb_not_crap(int best, int dist)
{
- return ((best > 2 && dist <= 0x00100)
+ return ((best > 2 && dist <= 0x00100)
|| (best > 5 && dist <= 0x04000)
|| (best > 7 && dist <= 0x80000));
}
@@ -296,15 +296,15 @@
stb_out(dist-1);
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
- stb_out2(0x4000 + dist-1);
+ stb_out2(0x4000 + dist-1);
stb_out(best-1);
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
- stb_out3(0x180000 + dist-1);
+ stb_out3(0x180000 + dist-1);
stb_out(best-1);
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
- stb_out3(0x100000 + dist-1);
+ stb_out3(0x100000 + dist-1);
stb_out2(best-1);
} else if (best > 9 && dist <= 0x1000000) {
if (best > 65536) best = 65536;
diff --git a/misc/freetype/README.md b/misc/freetype/README.md
index ba633f6..4c53cd9 100644
--- a/misc/freetype/README.md
+++ b/misc/freetype/README.md
@@ -1,14 +1,14 @@
# imgui_freetype
-This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType.
-Currently not optimal and probably has some limitations or bugs.
-By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut.
+Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer).
+<br>by @vuhdo, @mikesart, @ocornut.
-**Usage**
-1. Get latest FreeType binaries or build yourself.
+### Usage
+
+1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`).
2. Add imgui_freetype.h/cpp alongside your imgui sources.
3. Include imgui_freetype.h after imgui.h.
-4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called):
+4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called):
```cpp
// See ImGuiFreeType::RasterizationFlags
@@ -17,13 +17,14 @@
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
```
-**Gamma Correct Blending**
+### Gamma Correct Blending
+
FreeType assumes blending in linear space rather than gamma space.
See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
The default imgui styles will be impacted by this change (alpha values will need tweaking).
-**Test code Usage**
+### Test code Usage
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
@@ -42,16 +43,15 @@
if (freetype_test.UpdateRebuild())
{
// REUPLOAD FONT TEXTURE TO GPU
- // e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects()
+ // e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects()
}
ImGui::NewFrame();
freetype_test.ShowFreetypeOptionsWindow();
...
- }
}
```
-**Test code**
+### Test code
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
@@ -61,12 +61,13 @@
enum FontBuildMode
{
FontBuildMode_FreeType,
- FontBuildMode_Stb,
+ FontBuildMode_Stb
};
FontBuildMode BuildMode;
bool WantRebuild;
float FontsMultiply;
+ int FontsPadding;
unsigned int FontsFlags;
FreeTypeTest()
@@ -74,6 +75,7 @@
BuildMode = FontBuildMode_FreeType;
WantRebuild = true;
FontsMultiply = 1.0f;
+ FontsPadding = 1;
FontsFlags = 0;
}
@@ -85,8 +87,10 @@
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
{
- io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply;
- io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
+ ImFontConfig* font_config = (ImFontConfig*)io.Fonts->Fonts[n]->ConfigData;
+ io.Fonts->TexGlyphPadding = FontsPadding;
+ font_config->RasterizerMultiply = FontsMultiply;
+ font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
}
if (BuildMode == FontBuildMode_FreeType)
ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags);
@@ -105,6 +109,7 @@
ImGui::SameLine();
WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb);
WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f);
+ WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16);
if (BuildMode == FontBuildMode_FreeType)
{
WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting);
@@ -120,14 +125,6 @@
};
```
-**Known issues**
-- Output texture has excessive resolution (lots of vertical waste).
-- FreeType's memory allocator is not overridden.
+### Known issues
- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
-**Obligatory comparison screenshots**
-
-Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+.
-
-
-
diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp
index 33bdb14..012eae7 100644
--- a/misc/freetype/imgui_freetype.cpp
+++ b/misc/freetype/imgui_freetype.cpp
@@ -1,15 +1,17 @@
-// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
+// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
-// Original code by @Vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut
+// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut.
// Changelog:
// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
-// - v0.52: (2017/09/26) fixes for imgui internal changes
-// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement)
-// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member
+// - v0.52: (2017/09/26) fixes for imgui internal changes.
+// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement).
+// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member.
// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
-// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX
+// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
+// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
+// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
// Gamma Correct Blending:
// FreeType assumes blending in linear space rather than gamma space.
@@ -17,18 +19,16 @@
// For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
// The default imgui styles will be impacted by this change (alpha values will need tweaking).
-// TODO:
-// - Output texture has excessive resolution (lots of vertical waste).
-// - FreeType's memory allocator is not overridden.
-// - cfg.OversampleH, OversampleV are ignored (but perhaps not so necessary with this rasterizer).
+// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
#include "imgui_freetype.h"
-#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
+#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
#include <stdint.h>
#include <ft2build.h>
-#include FT_FREETYPE_H
-#include FT_GLYPH_H
-#include FT_SYNTHESIS_H
+#include FT_FREETYPE_H // <freetype/freetype.h>
+#include FT_MODULE_H // <freetype/ftmodapi.h>
+#include FT_GLYPH_H // <freetype/ftglyph.h>
+#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
@@ -38,7 +38,7 @@
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif
-namespace
+namespace
{
// Glyph metrics:
// --------------
@@ -72,17 +72,17 @@
// |------------- advanceX ----------->|
/// A structure that describe a glyph.
- struct GlyphInfo
+ struct GlyphInfo
{
- float Width; // Glyph's width in pixels.
- float Height; // Glyph's height in pixels.
- float OffsetX; // The distance from the origin ("pen position") to the left of the glyph.
- float OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0.
- float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
+ int Width; // Glyph's width in pixels.
+ int Height; // Glyph's height in pixels.
+ FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph.
+ FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0.
+ float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
};
// Font parameters and metrics.
- struct FontInfo
+ struct FontInfo
{
uint32_t PixelHeight; // Size this font was generated with.
float Ascender; // The pixel extents above the baseline in pixels (typically positive).
@@ -96,82 +96,79 @@
// NB: No ctor/dtor, explicitly call Init()/Shutdown()
struct FreeTypeFont
{
- bool Init(const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
- void Shutdown();
- void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
-
- bool CalcGlyphInfo(uint32_t codepoint, GlyphInfo& glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap);
- void BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);
+ bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
+ void CloseFont();
+ void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
+ const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);
+ const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);
+ void BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);
+ ~FreeTypeFont() { CloseFont(); }
// [Internals]
FontInfo Info; // Font descriptor of the current font.
+ FT_Face Face;
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
- FT_Library FreetypeLibrary;
- FT_Face FreetypeFace;
- FT_Int32 FreetypeLoadFlags;
+ FT_Int32 LoadFlags;
};
// From SDL_ttf: Handy routines for converting from fixed point
#define FT_CEIL(X) (((X + 63) & -64) / 64)
- bool FreeTypeFont::Init(const ImFontConfig& cfg, unsigned int extra_user_flags)
+ bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags)
{
- // FIXME: substitute allocator
- FT_Error error = FT_Init_FreeType(&FreetypeLibrary);
+ FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
if (error != 0)
return false;
- error = FT_New_Memory_Face(FreetypeLibrary, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &FreetypeFace);
- if (error != 0)
- return false;
- error = FT_Select_Charmap(FreetypeFace, FT_ENCODING_UNICODE);
+ error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);
if (error != 0)
return false;
memset(&Info, 0, sizeof(Info));
SetPixelHeight((uint32_t)cfg.SizePixels);
- // Convert to freetype flags (nb: Bold and Oblique are processed separately)
+ // Convert to FreeType flags (NB: Bold and Oblique are processed separately)
UserFlags = cfg.RasterizerFlags | extra_user_flags;
- FreetypeLoadFlags = FT_LOAD_NO_BITMAP;
- if (UserFlags & ImGuiFreeType::NoHinting) FreetypeLoadFlags |= FT_LOAD_NO_HINTING;
- if (UserFlags & ImGuiFreeType::NoAutoHint) FreetypeLoadFlags |= FT_LOAD_NO_AUTOHINT;
- if (UserFlags & ImGuiFreeType::ForceAutoHint) FreetypeLoadFlags |= FT_LOAD_FORCE_AUTOHINT;
- if (UserFlags & ImGuiFreeType::LightHinting)
- FreetypeLoadFlags |= FT_LOAD_TARGET_LIGHT;
- else if (UserFlags & ImGuiFreeType::MonoHinting)
- FreetypeLoadFlags |= FT_LOAD_TARGET_MONO;
- else
- FreetypeLoadFlags |= FT_LOAD_TARGET_NORMAL;
+ LoadFlags = FT_LOAD_NO_BITMAP;
+ if (UserFlags & ImGuiFreeType::NoHinting)
+ LoadFlags |= FT_LOAD_NO_HINTING;
+ if (UserFlags & ImGuiFreeType::NoAutoHint)
+ LoadFlags |= FT_LOAD_NO_AUTOHINT;
+ if (UserFlags & ImGuiFreeType::ForceAutoHint)
+ LoadFlags |= FT_LOAD_FORCE_AUTOHINT;
+ if (UserFlags & ImGuiFreeType::LightHinting)
+ LoadFlags |= FT_LOAD_TARGET_LIGHT;
+ else if (UserFlags & ImGuiFreeType::MonoHinting)
+ LoadFlags |= FT_LOAD_TARGET_MONO;
+ else
+ LoadFlags |= FT_LOAD_TARGET_NORMAL;
return true;
}
- void FreeTypeFont::Shutdown()
+ void FreeTypeFont::CloseFont()
{
- if (FreetypeFace)
+ if (Face)
{
- FT_Done_Face(FreetypeFace);
- FreetypeFace = NULL;
- FT_Done_FreeType(FreetypeLibrary);
- FreetypeLibrary = NULL;
+ FT_Done_Face(Face);
+ Face = NULL;
}
}
- void FreeTypeFont::SetPixelHeight(int pixel_height)
+ void FreeTypeFont::SetPixelHeight(int pixel_height)
{
- // I'm not sure how to deal with font sizes properly.
- // As far as I understand, currently ImGui assumes that the 'pixel_height' is a maximum height of an any given glyph,
- // i.e. it's the sum of font's ascender and descender. Seems strange to me.
+ // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
+ // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
+ // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
FT_Size_RequestRec req;
req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM;
req.width = 0;
req.height = (uint32_t)pixel_height * 64;
req.horiResolution = 0;
req.vertResolution = 0;
- FT_Request_Size(FreetypeFace, &req);
+ FT_Request_Size(Face, &req);
- // update font info
- FT_Size_Metrics metrics = FreetypeFace->size->metrics;
+ // Update font info
+ FT_Size_Metrics metrics = Face->size->metrics;
Info.PixelHeight = (uint32_t)pixel_height;
Info.Ascender = (float)FT_CEIL(metrics.ascender);
Info.Descender = (float)FT_CEIL(metrics.descender);
@@ -180,52 +177,58 @@
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);
}
- bool FreeTypeFont::CalcGlyphInfo(uint32_t codepoint, GlyphInfo &glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap)
+ const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
{
- uint32_t glyph_index = FT_Get_Char_Index(FreetypeFace, codepoint);
+ uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
if (glyph_index == 0)
- return false;
- FT_Error error = FT_Load_Glyph(FreetypeFace, glyph_index, FreetypeLoadFlags);
+ return NULL;
+ FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
if (error)
- return false;
+ return NULL;
// Need an outline for this to work
- FT_GlyphSlot slot = FreetypeFace->glyph;
+ FT_GlyphSlot slot = Face->glyph;
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE);
+ // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting)
if (UserFlags & ImGuiFreeType::Bold)
FT_GlyphSlot_Embolden(slot);
if (UserFlags & ImGuiFreeType::Oblique)
+ {
FT_GlyphSlot_Oblique(slot);
+ //FT_BBox bbox;
+ //FT_Outline_Get_BBox(&slot->outline, &bbox);
+ //slot->metrics.width = bbox.xMax - bbox.xMin;
+ //slot->metrics.height = bbox.yMax - bbox.yMin;
+ }
- // Retrieve the glyph
- error = FT_Get_Glyph(slot, &ft_glyph);
- if (error != 0)
- return false;
-
- // Rasterize
- error = FT_Glyph_To_Bitmap(&ft_glyph, FT_RENDER_MODE_NORMAL, NULL, true);
- if (error != 0)
- return false;
-
- ft_bitmap = (FT_BitmapGlyph)ft_glyph;
- glyph_info.AdvanceX = (float)FT_CEIL(slot->advance.x);
- glyph_info.OffsetX = (float)ft_bitmap->left;
- glyph_info.OffsetY = -(float)ft_bitmap->top;
- glyph_info.Width = (float)ft_bitmap->bitmap.width;
- glyph_info.Height = (float)ft_bitmap->bitmap.rows;
-
- return true;
+ return &slot->metrics;
}
- void FreeTypeFont::BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
+ const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
+ {
+ FT_GlyphSlot slot = Face->glyph;
+ FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
+ if (error != 0)
+ return NULL;
+
+ FT_Bitmap* ft_bitmap = &Face->glyph->bitmap;
+ out_glyph_info->Width = (int)ft_bitmap->width;
+ out_glyph_info->Height = (int)ft_bitmap->rows;
+ out_glyph_info->OffsetX = Face->glyph->bitmap_left;
+ out_glyph_info->OffsetY = -Face->glyph->bitmap_top;
+ out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);
+
+ return ft_bitmap;
+ }
+
+ void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
{
IM_ASSERT(ft_bitmap != NULL);
-
- const uint32_t w = ft_bitmap->bitmap.width;
- const uint32_t h = ft_bitmap->bitmap.rows;
- const uint8_t* src = ft_bitmap->bitmap.buffer;
- const uint32_t src_pitch = ft_bitmap->bitmap.pitch;
+ const uint32_t w = ft_bitmap->width;
+ const uint32_t h = ft_bitmap->rows;
+ const uint8_t* src = ft_bitmap->buffer;
+ const uint32_t src_pitch = ft_bitmap->pitch;
if (multiply_table == NULL)
{
@@ -241,148 +244,397 @@
}
}
+#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#define STBRP_ASSERT(x) IM_ASSERT(x)
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
#include "imstb_rectpack.h"
+#endif
-bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
+struct ImFontBuildSrcGlyphFT
+{
+ GlyphInfo Info;
+ uint32_t Codepoint;
+ unsigned char* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array
+};
+
+struct ImFontBuildSrcDataFT
+{
+ FreeTypeFont Font;
+ stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
+ const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
+ int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
+ int GlyphsHighest; // Highest requested codepoint
+ int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
+ ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
+ ImVector<ImFontBuildSrcGlyphFT> GlyphsList;
+};
+
+// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
+struct ImFontBuildDstDataFT
+{
+ int SrcCount; // Number of source fonts targeting this destination font.
+ int GlyphsHighest;
+ int GlyphsCount;
+ ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
+};
+
+bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
- IM_ASSERT(atlas->TexGlyphPadding == 1); // Not supported
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
- atlas->TexID = NULL;
+ // Clear atlas
+ atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
- ImVector<FreeTypeFont> fonts;
- fonts.resize(atlas->ConfigData.Size);
+ // Temporary storage for building
+ ImVector<ImFontBuildSrcDataFT> src_tmp_array;
+ ImVector<ImFontBuildDstDataFT> dst_tmp_array;
+ src_tmp_array.resize(atlas->ConfigData.Size);
+ dst_tmp_array.resize(atlas->Fonts.Size);
+ memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
+ memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
- ImVec2 max_glyph_size(1.0f, 1.0f);
-
- // Count glyphs/ranges, initialize font
- int total_glyphs_count = 0;
- int total_ranges_count = 0;
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // 1. Initialize font loading structure, check font data validity
+ for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- FreeTypeFont& font_face = fonts[input_i];
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ FreeTypeFont& font_face = src_tmp.Font;
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
- if (!font_face.Init(cfg, extra_flags))
+ // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
+ src_tmp.DstIndex = -1;
+ for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
+ if (cfg.DstFont == atlas->Fonts[output_i])
+ src_tmp.DstIndex = output_i;
+ IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
+ if (src_tmp.DstIndex == -1)
return false;
- max_glyph_size.x = ImMax(max_glyph_size.x, font_face.Info.MaxAdvanceWidth);
- max_glyph_size.y = ImMax(max_glyph_size.y, font_face.Info.Ascender - font_face.Info.Descender);
+ // Load font
+ if (!font_face.InitFont(ft_library, cfg, extra_flags))
+ return false;
- if (!cfg.GlyphRanges)
- cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
- for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[ 1 ]; in_range += 2, total_ranges_count++)
- total_glyphs_count += (in_range[1] - in_range[0]) + 1;
+ // Measure highest codepoints
+ ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+ src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
+ for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+ src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+ dst_tmp.SrcCount++;
+ dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
- // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
- // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
- atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
+ // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
+ int total_glyphs_count = 0;
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
+ src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
+ if (dst_tmp.GlyphsSet.Storage.empty())
+ dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
- // We don't do the original first pass to determine texture height, but just rough estimate.
- // Looks ugly inaccurate and excessive, but AFAIK with FreeType we actually need to render glyphs to get exact sizes.
- // Alternatively, we could just render all glyphs into a big shadow buffer, get their sizes, do the rectangle packing and just copy back from the
- // shadow buffer to the texture buffer. Will give us an accurate texture height, but eat a lot of temp memory. Probably no one will notice.)
- const int total_rects = total_glyphs_count + atlas->CustomRects.size();
- float min_rects_per_row = ceilf((atlas->TexWidth / (max_glyph_size.x + 1.0f)));
- float min_rects_per_column = ceilf(total_rects / min_rects_per_row);
- atlas->TexHeight = (int)(min_rects_per_column * (max_glyph_size.y + 1.0f));
+ for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+ for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
+ {
+ if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
+ continue;
+ uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
+ if (glyph_index == 0)
+ continue;
- // Create texture
+ // Add to avail set/counters
+ src_tmp.GlyphsCount++;
+ dst_tmp.GlyphsCount++;
+ src_tmp.GlyphsSet.SetBit(codepoint, true);
+ dst_tmp.GlyphsSet.SetBit(codepoint, true);
+ total_glyphs_count++;
+ }
+ }
+
+ // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
+
+ IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(int));
+ const int* it_begin = src_tmp.GlyphsSet.Storage.begin();
+ const int* it_end = src_tmp.GlyphsSet.Storage.end();
+ for (const int* it = it_begin; it < it_end; it++)
+ if (int entries_32 = *it)
+ for (int bit_n = 0; bit_n < 32; bit_n++)
+ if (entries_32 & (1 << bit_n))
+ {
+ ImFontBuildSrcGlyphFT src_glyph;
+ memset(&src_glyph, 0, sizeof(src_glyph));
+ src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n);
+ //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it..
+ src_tmp.GlyphsList.push_back(src_glyph);
+ }
+ src_tmp.GlyphsSet.Clear();
+ IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
+ }
+ for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
+ dst_tmp_array[dst_i].GlyphsSet.Clear();
+ dst_tmp_array.clear();
+
+ // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+ // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
+ ImVector<stbrp_rect> buf_rects;
+ buf_rects.resize(total_glyphs_count);
+ memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
+
+ // Allocate temporary rasterization data buffers.
+ // We could not find a way to retrieve accurate glyph size without rendering them.
+ // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)
+ // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations.
+ const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
+ int buf_bitmap_current_used_bytes = 0;
+ ImVector<unsigned char*> buf_bitmap_buffers;
+ buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
+
+ // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
+ // 8. Render/rasterize font characters into the texture
+ int total_surface = 0;
+ int buf_rects_out_n = 0;
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
+
+ src_tmp.Rects = &buf_rects[buf_rects_out_n];
+ buf_rects_out_n += src_tmp.GlyphsCount;
+
+ // Compute multiply table if requested
+ const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
+ unsigned char multiply_table[256];
+ if (multiply_enabled)
+ ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
+
+ // Gather the sizes of all rectangles we will need to pack
+ const int padding = atlas->TexGlyphPadding;
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
+ {
+ ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
+
+ const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
+ IM_ASSERT(metrics != NULL);
+ if (metrics == NULL)
+ continue;
+
+ // Render glyph into a bitmap (currently held by FreeType)
+ const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);
+ IM_ASSERT(ft_bitmap);
+
+ // Allocate new temporary chunk if needed
+ const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height;
+ if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
+ {
+ buf_bitmap_current_used_bytes = 0;
+ buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
+ }
+
+ // Blit rasterized pixels to our temporary buffer and keep a pointer to it.
+ src_glyph.BitmapData = buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes;
+ buf_bitmap_current_used_bytes += bitmap_size_in_bytes;
+ src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width * 1, multiply_enabled ? multiply_table : NULL);
+
+ src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);
+ src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);
+ total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
+ }
+ }
+
+ // We need a width for the skyline algorithm, any width!
+ // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+ // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
+ const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
+ atlas->TexHeight = 0;
+ if (atlas->TexDesiredWidth > 0)
+ atlas->TexWidth = atlas->TexDesiredWidth;
+ else
+ atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;
+
+ // 5. Start packing
+ // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+ const int TEX_HEIGHT_MAX = 1024 * 32;
+ const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding;
+ ImVector<stbrp_node> pack_nodes;
+ pack_nodes.resize(num_nodes_for_packing_algorithm);
+ stbrp_context pack_context;
+ stbrp_init_target(&pack_context, atlas->TexWidth, TEX_HEIGHT_MAX, pack_nodes.Data, pack_nodes.Size);
+ ImFontAtlasBuildPackCustomRects(atlas, &pack_context);
+
+ // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ {
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
+
+ stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount);
+
+ // Extend texture height and mark missing glyphs as non-packed so we won't render them.
+ // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+ if (src_tmp.Rects[glyph_i].was_packed)
+ atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
+ }
+
+ // 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
- // Start packing
- ImVector<stbrp_node> pack_nodes;
- pack_nodes.resize(total_rects);
- stbrp_context context;
- stbrp_init_target(&context, atlas->TexWidth, atlas->TexHeight, pack_nodes.Data, total_rects);
-
- // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
- ImFontAtlasBuildPackCustomRects(atlas, &context);
-
- // Render characters, setup ImFont and glyphs for runtime
- for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
+ // 8. Copy rasterized font characters back into the main texture
+ // 9. Setup ImFont and glyphs for runtime
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
- ImFontConfig& cfg = atlas->ConfigData[input_i];
- FreeTypeFont& font_face = fonts[input_i];
- ImFont* dst_font = cfg.DstFont;
- if (cfg.MergeMode)
- dst_font->BuildLookupTable();
+ ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
+ if (src_tmp.GlyphsCount == 0)
+ continue;
- const float ascent = font_face.Info.Ascender;
- const float descent = font_face.Info.Descender;
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
+
+ const float ascent = src_tmp.Font.Info.Ascender;
+ const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
- bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
- unsigned char multiply_table[256];
- if (multiply_enabled)
- ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
-
- for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
+ const int padding = atlas->TexGlyphPadding;
+ for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
- for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint)
- {
- if (cfg.MergeMode && dst_font->FindGlyphNoFallback((ImWchar)codepoint))
- continue;
+ ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
+ stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
+ IM_ASSERT(pack_rect.was_packed);
- FT_Glyph ft_glyph = NULL;
- FT_BitmapGlyph ft_glyph_bitmap = NULL; // NB: will point to bitmap within FT_Glyph
- GlyphInfo glyph_info;
- if (!font_face.CalcGlyphInfo(codepoint, glyph_info, ft_glyph, ft_glyph_bitmap))
- continue;
+ GlyphInfo& info = src_glyph.Info;
+ IM_ASSERT(info.Width + padding <= pack_rect.w);
+ IM_ASSERT(info.Height + padding <= pack_rect.h);
+ const int tx = pack_rect.x + padding;
+ const int ty = pack_rect.y + padding;
- // Pack rectangle
- stbrp_rect rect;
- rect.w = (uint16_t)glyph_info.Width + 1; // Account for texture filtering
- rect.h = (uint16_t)glyph_info.Height + 1;
- stbrp_pack_rects(&context, &rect, 1);
+ // Blit from temporary buffer to final texture
+ size_t blit_src_stride = (size_t)src_glyph.Info.Width;
+ size_t blit_dst_stride = (size_t)atlas->TexWidth;
+ unsigned char* blit_src = src_glyph.BitmapData;
+ unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx;
+ for (int y = info.Height; y > 0; y--, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
+ memcpy(blit_dst, blit_src, blit_src_stride);
- // Copy rasterized pixels to main texture
- uint8_t* blit_dst = atlas->TexPixelsAlpha8 + rect.y * atlas->TexWidth + rect.x;
- font_face.BlitGlyph(ft_glyph_bitmap, blit_dst, atlas->TexWidth, multiply_enabled ? multiply_table : NULL);
- FT_Done_Glyph(ft_glyph);
+ float char_advance_x_org = info.AdvanceX;
+ float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
+ float char_off_x = font_off_x;
+ if (char_advance_x_org != char_advance_x_mod)
+ char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
- float char_advance_x_org = glyph_info.AdvanceX;
- float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
- float char_off_x = font_off_x;
- if (char_advance_x_org != char_advance_x_mod)
- char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
-
- // Register glyph
- dst_font->AddGlyph((ImWchar)codepoint,
- glyph_info.OffsetX + char_off_x,
- glyph_info.OffsetY + font_off_y,
- glyph_info.OffsetX + char_off_x + glyph_info.Width,
- glyph_info.OffsetY + font_off_y + glyph_info.Height,
- rect.x / (float)atlas->TexWidth,
- rect.y / (float)atlas->TexHeight,
- (rect.x + glyph_info.Width) / (float)atlas->TexWidth,
- (rect.y + glyph_info.Height) / (float)atlas->TexHeight,
- char_advance_x_mod);
- }
+ // Register glyph
+ float x0 = info.OffsetX + char_off_x;
+ float y0 = info.OffsetY + font_off_y;
+ float x1 = x0 + info.Width;
+ float y1 = y0 + info.Height;
+ float u0 = (tx) / (float)atlas->TexWidth;
+ float v0 = (ty) / (float)atlas->TexHeight;
+ float u1 = (tx + info.Width) / (float)atlas->TexWidth;
+ float v1 = (ty + info.Height) / (float)atlas->TexHeight;
+ dst_font->AddGlyph((ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, char_advance_x_mod);
}
+
+ src_tmp.Rects = NULL;
}
// Cleanup
- for (int n = 0; n < fonts.Size; n++)
- fonts[n].Shutdown();
+ for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
+ ImGui::MemFree(buf_bitmap_buffers[buf_i]);
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ src_tmp_array[src_i].~ImFontBuildSrcDataFT();
ImFontAtlasBuildFinish(atlas);
return true;
}
+
+// Default memory allocators
+static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); }
+static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); }
+
+// Current memory allocators
+static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
+static void (*GImFreeTypeFreeFunc)(void* ptr, void* user_data) = ImFreeTypeDefaultFreeFunc;
+static void* GImFreeTypeAllocatorUserData = NULL;
+
+// FreeType memory allocation callbacks
+static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
+{
+ return GImFreeTypeAllocFunc((size_t)size, GImFreeTypeAllocatorUserData);
+}
+
+static void FreeType_Free(FT_Memory /*memory*/, void* block)
+{
+ GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
+}
+
+static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
+{
+ // Implement realloc() as we don't ask user to provide it.
+ if (block == NULL)
+ return GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
+
+ if (new_size == 0)
+ {
+ GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
+ return NULL;
+ }
+
+ if (new_size > cur_size)
+ {
+ void* new_block = GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
+ memcpy(new_block, block, (size_t)cur_size);
+ GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
+ return new_block;
+ }
+
+ return block;
+}
+
+bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
+{
+ // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
+ FT_MemoryRec_ memory_rec = { 0 };
+ memory_rec.alloc = &FreeType_Alloc;
+ memory_rec.free = &FreeType_Free;
+ memory_rec.realloc = &FreeType_Realloc;
+
+ // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
+ FT_Library ft_library;
+ FT_Error error = FT_New_Library(&memory_rec, &ft_library);
+ if (error != 0)
+ return false;
+
+ // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
+ FT_Add_Default_Modules(ft_library);
+
+ bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags);
+ FT_Done_Library(ft_library);
+
+ return ret;
+}
+
+void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
+{
+ GImFreeTypeAllocFunc = alloc_func;
+ GImFreeTypeFreeFunc = free_func;
+ GImFreeTypeAllocatorUserData = user_data;
+}
diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h
index b8062bf..9df5780 100644
--- a/misc/freetype/imgui_freetype.h
+++ b/misc/freetype/imgui_freetype.h
@@ -1,4 +1,4 @@
-// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
+// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
@@ -12,10 +12,10 @@
// When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
// The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
// The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
-
+
// You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
// Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
- enum RasterizerFlags
+ enum RasterizerFlags
{
// By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
@@ -28,4 +28,8 @@
};
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
+
+ // By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
+ // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired:
+ IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
}
diff --git a/misc/natvis/README.txt b/misc/natvis/README.txt
index 6007387..1219db4 100644
--- a/misc/natvis/README.txt
+++ b/misc/natvis/README.txt
@@ -1,4 +1,4 @@
-Natvis file to describe dear imgui types in the Visual Studio debugger.
-With this, types like ImVector<> will be displayed nicely in the debugger.
+Natvis file to describe dear imgui types in the Visual Studio debugger.
+With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
diff --git a/misc/natvis/imgui.natvis b/misc/natvis/imgui.natvis
index 48b2042..cc768bf 100644
--- a/misc/natvis/imgui.natvis
+++ b/misc/natvis/imgui.natvis
@@ -33,7 +33,7 @@
</Type>
<Type Name="ImGuiWindow">
- <DisplayString>{{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d}}</DisplayString>
+ <DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
</Type>
</AutoVisualizer>
\ No newline at end of file