Merge branch 'master' of https://github.com/ocornut/imgui
diff --git a/examples/allegro5_example/imgui_impl_a5.cpp b/examples/allegro5_example/imgui_impl_a5.cpp
index b5dd743..8faa332 100644
--- a/examples/allegro5_example/imgui_impl_a5.cpp
+++ b/examples/allegro5_example/imgui_impl_a5.cpp
@@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
// by @birthggd
diff --git a/examples/allegro5_example/imgui_impl_a5.h b/examples/allegro5_example/imgui_impl_a5.h
index a6cda1c..ec10fff 100644
--- a/examples/allegro5_example/imgui_impl_a5.h
+++ b/examples/allegro5_example/imgui_impl_a5.h
@@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
// by @birthggd
diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp
index 41684b3..6e7f194 100644
--- a/examples/directx11_example/imgui_impl_dx11.cpp
+++ b/examples/directx11_example/imgui_impl_dx11.cpp
@@ -1,4 +1,7 @@
// ImGui Win32 + DirectX11 binding
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@@ -328,9 +331,9 @@
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_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 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "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 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/directx11_example/imgui_impl_dx11.h
index a36bfd6..e5d4460 100644
--- a/examples/directx11_example/imgui_impl_dx11.h
+++ b/examples/directx11_example/imgui_impl_dx11.h
@@ -1,4 +1,7 @@
// ImGui Win32 + DirectX11 binding
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct ID3D11Device;
diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp
index b818632..1e7c790 100644
--- a/examples/directx9_example/imgui_impl_dx9.cpp
+++ b/examples/directx9_example/imgui_impl_dx9.cpp
@@ -1,4 +1,7 @@
// ImGui Win32 + DirectX9 binding
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h
index 99075e5..608626f 100644
--- a/examples/directx9_example/imgui_impl_dx9.h
+++ b/examples/directx9_example/imgui_impl_dx9.h
@@ -1,4 +1,7 @@
// ImGui Win32 + DirectX9 binding
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
diff --git a/examples/ios_example/README.md b/examples/ios_example/README.md
index 5b51b90..a2ada95 100644
--- a/examples/ios_example/README.md
+++ b/examples/ios_example/README.md
@@ -1,14 +1,14 @@
# iOS example
-----
## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
+It is a rather complex example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui.
+
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use
-----
0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
0. Run the example app.
@@ -16,7 +16,6 @@
0. Enter the name or the IP of your synergy host
0. If you had previously connected to a server, you may need to kill and re-start the app.
-----
## Notes and TODOs
Things that would be nice but I didn't get around to doing:
@@ -26,7 +25,6 @@
* Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported
-----
## C++ on iOS
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
diff --git a/examples/marmalade_example/data/app.icf b/examples/marmalade_example/data/app.icf
index a2783ae..fcd6585 100644
--- a/examples/marmalade_example/data/app.icf
+++ b/examples/marmalade_example/data/app.icf
@@ -20,6 +20,8 @@
MemSize=6000000
MemSizeDebug=6000000
DispFixRot=FixedLandscape
+
+# emulate iphone 5 resolution, change these settings to emulate other display resolution
WinWidth=1136
WinHeight=640
diff --git a/examples/marmalade_example/imgui_impl_marmalade.cpp b/examples/marmalade_example/imgui_impl_marmalade.cpp
index 480ec01..aaf08e3 100644
--- a/examples/marmalade_example/imgui_impl_marmalade.cpp
+++ b/examples/marmalade_example/imgui_impl_marmalade.cpp
@@ -17,151 +17,160 @@
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = 0;
-static int g_KeyboardGetCharAvailable = 0 ;
+static char* g_ClipboardText = 0 ;
+static bool g_osdKeyboardEnabled = false ;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2 g_scale = ImVec2(1.0f,1.0f) ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
{
- // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
- ImGuiIO& io = ImGui::GetIO();
- float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+ // 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++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
- const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
- int nVert = cmd_list->VtxBuffer.size() ;
- CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
- CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
- CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
+ // Render command lists
+ for(int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
+ const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
+ int nVert = cmd_list->VtxBuffer.size() ;
+ CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
+ CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
+ CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
- for( int i=0; i < nVert; i++ ) {
- pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x ;
- pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y ;
- pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
- pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
- pColStream[i] = cmd_list->VtxBuffer[i].col ;
- }
+ for( int i=0; i < nVert; i++ ) {
+ // todo - optimize multiplication on gpu using vertex shader
+ pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
+ pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ;
+ pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
+ pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
+ pColStream[i] = cmd_list->VtxBuffer[i].col ;
+ }
- IwGxSetVertStreamScreenSpace(pVertStream,nVert) ;
- IwGxSetUVStream(pUVStream) ;
- IwGxSetColStream(pColStream,nVert) ;
- IwGxSetNormStream(0) ;
+ IwGxSetVertStreamScreenSpace(pVertStream,nVert) ;
+ IwGxSetUVStream(pUVStream) ;
+ IwGxSetColStream(pColStream,nVert) ;
+ IwGxSetNormStream(0) ;
- for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if(pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list,pcmd);
- }
- else
- {
- CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ;
- pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ;
- pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ;
- pCurrentMaterial->SetFiltering(false) ;
- pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ;
- pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
- pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
- pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ;
- IwGxSetMaterial(pCurrentMaterial) ;
+ for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if(pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list,pcmd);
+ }
+ else
+ {
+ CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ;
+ pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ;
+ pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ;
+ pCurrentMaterial->SetFiltering(false) ;
+ pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ;
+ pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+ pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+ pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ;
+ IwGxSetMaterial(pCurrentMaterial) ;
- IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ;
- }
- idx_buffer += pcmd->ElemCount;
- }
- IwGxFlush() ;
- }
+ IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ;
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ IwGxFlush() ;
+ }
- // TODO restore modified state (i.e. mvp matrix)
+ // TODO restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
{
- static char clipBuf[512] ;
- if(s3eClipboardAvailable()) {
- s3eClipboardGetText( clipBuf, 512 );
- }
- else {
- clipBuf[0] = '\0' ;
- }
+ if(s3eClipboardAvailable()) {
+ int size = s3eClipboardGetText( NULL, 0 );
+ if( size > 0 ) {
+ if(g_ClipboardText) {
+ delete[] g_ClipboardText ;
+ g_ClipboardText = 0 ;
+ }
+ g_ClipboardText = new char[size] ;
+ g_ClipboardText[0] = '\0' ;
+ s3eClipboardGetText(g_ClipboardText,size) ;
+ }
+ }
- return clipBuf ;
+ return g_ClipboardText ;
}
static void ImGui_Marmalade_SetClipboardText(const char* text)
{
- if( s3eClipboardAvailable() ) {
- s3eClipboardSetText(text);
- }
+ if( s3eClipboardAvailable() ) {
+ s3eClipboardSetText(text);
+ }
}
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData)
{
- // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
- // button was pressed. For touchscreens this should always have the value
- // S3E_POINTER_BUTTON_SELECT
- s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
+ // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+ // button was pressed. For touchscreens this should always have the value
+ // S3E_POINTER_BUTTON_SELECT
+ s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
- if(pEvent->m_Pressed==1) {
- if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
- g_MousePressed[0] = true;
- }
- if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
- g_MousePressed[1] = true;
- }
- if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
- g_MousePressed[2] = true;
- }
- if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
- g_MouseWheel += pEvent->m_y ;
- }
- if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
- g_MouseWheel += pEvent->m_y ;
- }
- }
+ if(pEvent->m_Pressed==1) {
+ if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
+ g_MousePressed[0] = true;
+ }
+ if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
+ g_MousePressed[1] = true;
+ }
+ if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
+ g_MousePressed[2] = true;
+ }
+ if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
+ g_MouseWheel += pEvent->m_y ;
+ }
+ if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
+ g_MouseWheel += pEvent->m_y ;
+ }
+ }
- return 0;
+ return 0;
}
-//void ImGui_Marmalade_ScrollCallback(GLFWwindow*,double /*xoffset*/,double yoffset)
+//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
//{
-// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
//}
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
{
- ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
- if( e->m_Pressed == 1 ) {
- io.KeysDown[e->m_Key] = true;
- }
- if(e->m_Pressed == 0) {
- io.KeysDown[e->m_Key] = false;
- }
-
- io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ;
- io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ;
- io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ;
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
+ if( e->m_Pressed == 1 ) {
+ io.KeysDown[e->m_Key] = true;
+ }
+ if(e->m_Pressed == 0) {
+ io.KeysDown[e->m_Key] = false;
+ }
+
+ io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ;
+ io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ;
+ io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ;
- return 0 ;
+ return 0 ;
}
int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
{
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
- if( (e->m_Char > 0 && e->m_Char < 0x10000) && io.WantTextInput ) {
- io.AddInputCharacter((unsigned short)e->m_Char);
- }
+ s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
+ if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
+ io.AddInputCharacter((unsigned short)e->m_Char);
+ }
- return 0 ;
+ return 0 ;
}
bool ImGui_Marmalade_CreateDeviceObjects()
@@ -174,17 +183,17 @@
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
- g_FontTexture = new CIwTexture() ;
- g_FontTexture->SetModifiable(true) ;
- CIwImage& image = g_FontTexture->GetImage() ;
- image.SetFormat(CIwImage::Format::ARGB_8888) ;
- image.SetWidth(width) ;
- image.SetHeight(height) ;
- image.SetBuffers(); // allocates and own buffers
- image.ReadTexels(pixels) ;
- g_FontTexture->SetMipMapping(false) ;
- g_FontTexture->SetFiltering(false) ;
- g_FontTexture->Upload() ;
+ g_FontTexture = new CIwTexture() ;
+ g_FontTexture->SetModifiable(true) ;
+ CIwImage& image = g_FontTexture->GetImage() ;
+ image.SetFormat(CIwImage::ARGB_8888) ;
+ image.SetWidth(width) ;
+ image.SetHeight(height) ;
+ image.SetBuffers(); // allocates and own buffers
+ image.ReadTexels(pixels) ;
+ g_FontTexture->SetMipMapping(false) ;
+ g_FontTexture->SetFiltering(false) ;
+ g_FontTexture->Upload() ;
// Store the pointer
io.Fonts->TexID = (void *)g_FontTexture;
@@ -198,6 +207,11 @@
void ImGui_Marmalade_InvalidateDeviceObjects()
{
+ if(g_ClipboardText) {
+ delete[] g_ClipboardText ;
+ g_ClipboardText = 0 ;
+ }
+
if (g_FontTexture)
{
delete g_FontTexture ;
@@ -208,7 +222,7 @@
bool ImGui_Marmalade_Init( bool install_callbacks)
{
- IwGxInit() ;
+ IwGxInit() ;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@@ -237,16 +251,10 @@
if (install_callbacks)
{
- s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
- s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
-
- // enable KEYBOARD_GET_CHAR
- s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ;
- g_KeyboardGetCharAvailable = s3eKeyboardGetInt(S3E_KEYBOARD_GET_CHAR) ;
- if( g_KeyboardGetCharAvailable ) {
- s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
- }
- }
+ s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
+ s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
+ s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
+ }
return true;
}
@@ -255,43 +263,34 @@
{
ImGui_Marmalade_InvalidateDeviceObjects();
ImGui::Shutdown();
- IwGxTerminate();
+ IwGxTerminate();
}
void ImGui_Marmalade_NewFrame()
{
- if (!g_FontTexture)
+ if (!g_FontTexture) {
ImGui_Marmalade_CreateDeviceObjects();
+ }
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ;
io.DisplaySize = ImVec2((float)w, (float)h);
- // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
- io.DisplayFramebufferScale = ImVec2((float)1.0f, (float)1.0f);
+ // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+ io.DisplayFramebufferScale = g_scale;
// Setup time step
double current_time = s3eTimerGetUST() / 1000.0f ;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- //if ( gui_has_focus() )
- //{
- double mouse_x, mouse_y;
- mouse_x = s3ePointerGetX();
- mouse_y = s3ePointerGetY();
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
- //}
- //else
- //{
- // io.MousePos = ImVec2(-1,-1);
- //}
+ double mouse_x, mouse_y;
+ mouse_x = s3ePointerGetX();
+ mouse_y = s3ePointerGetY();
+ io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
- for (int i = 0; i < 3; i++)
- {
+ for (int i = 0; i < 3; i++) {
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
@@ -300,8 +299,22 @@
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
-// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
ImGui::NewFrame();
+
+ // show/hide OSD keyboard
+ if( io.WantTextInput ) { // some text input widget is active?
+ if( !g_osdKeyboardEnabled ) {
+ g_osdKeyboardEnabled = true ;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; // show OSD keyboard
+ }
+ }
+ else { // no text input widget is active
+ if(g_osdKeyboardEnabled) {
+ g_osdKeyboardEnabled = false ;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ; // hide OSD keyboard
+ }
+ }
}
diff --git a/examples/marmalade_example/imgui_impl_marmalade.h b/examples/marmalade_example/imgui_impl_marmalade.h
index 2d7397d..17c5e96 100644
--- a/examples/marmalade_example/imgui_impl_marmalade.h
+++ b/examples/marmalade_example/imgui_impl_marmalade.h
@@ -13,7 +13,7 @@
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
// You can also handle inputs yourself and use those as a reference.
-IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
+IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
//IMGUI_API void ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
-IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData);
+IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
+IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData);
diff --git a/examples/marmalade_example/marmalade_example.mkb b/examples/marmalade_example/marmalade_example.mkb
index 8be810b..75cb253 100644
--- a/examples/marmalade_example/marmalade_example.mkb
+++ b/examples/marmalade_example/marmalade_example.mkb
@@ -8,36 +8,38 @@
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+define _snprintf=snprintf
options
{
- optimise-speed=1
+ optimise-speed=1
+ cxx11
}
includepaths
{
- ../..
+ ../..
}
subprojects
{
- iwgx
+ iwgx
}
files
{
- (.)
- ["imgui"]
- ../../imgui.cpp
- ../../imgui_demo.cpp
- ../../imgui_draw.cpp
- ../../imconfig.h
- ../../imgui.h
+ (.)
+ ["imgui"]
+ ../../imgui.cpp
+ ../../imgui_demo.cpp
+ ../../imgui_draw.cpp
+ ../../imconfig.h
+ ../../imgui.h
../../imgui_internal.h
- ["imgui","Marmalade binding"]
- imgui_impl_marmalade.h
- imgui_impl_marmalade.cpp
- main.cpp
+ ["imgui","Marmalade binding"]
+ imgui_impl_marmalade.h
+ imgui_impl_marmalade.cpp
+ main.cpp
}
diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
index d111b76..0b5b658 100644
--- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
+++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
@@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h
index edec71c..33e01c3 100644
--- a/examples/opengl3_example/imgui_impl_glfw_gl3.h
+++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h
@@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct GLFWwindow;
diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp
index 27625e7..3e06e4b 100644
--- a/examples/opengl_example/imgui_impl_glfw.cpp
+++ b/examples/opengl_example/imgui_impl_glfw.cpp
@@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
diff --git a/examples/opengl_example/imgui_impl_glfw.h b/examples/opengl_example/imgui_impl_glfw.h
index 35088f0..05fe6b0 100644
--- a/examples/opengl_example/imgui_impl_glfw.h
+++ b/examples/opengl_example/imgui_impl_glfw.h
@@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct GLFWwindow;
diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp
index 5d7c44a..aed5881 100644
--- a/examples/sdl_opengl_example/imgui_impl_sdl.cpp
+++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp
@@ -1,4 +1,7 @@
// ImGui SDL2 binding with OpenGL
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <SDL.h>
diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.h b/examples/sdl_opengl_example/imgui_impl_sdl.h
index 1edd898..cef9817 100644
--- a/examples/sdl_opengl_example/imgui_impl_sdl.h
+++ b/examples/sdl_opengl_example/imgui_impl_sdl.h
@@ -1,4 +1,7 @@
// ImGui SDL2 binding with OpenGL
+// You can copy and use unmodified imgui_impl_* files in your project.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct SDL_Window;
diff --git a/extra_fonts/binary_to_compressed_c.cpp b/extra_fonts/binary_to_compressed_c.cpp
index 34411a0..a9b3b77 100644
--- a/extra_fonts/binary_to_compressed_c.cpp
+++ b/extra_fonts/binary_to_compressed_c.cpp
@@ -18,21 +18,23 @@
typedef unsigned char stb_uchar;
stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
-static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding);
+static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression);
int main(int argc, char** argv)
{
if (argc < 3)
{
- printf("Syntax: %s [-base85] <inputfile> <symbolname>\n", argv[0]);
+ printf("Syntax: %s [-base85] [-nocompress] <inputfile> <symbolname>\n", argv[0]);
return 0;
}
int argn = 1;
bool use_base85_encoding = false;
+ bool use_compression = true;
if (argv[argn][0] == '-')
{
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
+ else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
else
{
printf("Unknown argument: '%s'\n", argv[argn]);
@@ -40,7 +42,7 @@
}
}
- binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding);
+ binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression);
return 1;
}
@@ -50,7 +52,7 @@
return (x>='\\') ? x+1 : x;
}
-bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding)
+bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression)
{
// Read file
FILE* f = fopen(filename, "rb");
@@ -64,17 +66,19 @@
// Compress
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
- char* compressed = new char[maxlen];
- int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
- memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
+ char* compressed = use_compression ? new char[maxlen] : data;
+ int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
+ if (use_compression)
+ memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
// Output as Base85 encoded
FILE* out = stdout;
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
+ const char* compressed_str = use_compression ? "compressed_" : "";
if (use_base85_encoding)
{
- fprintf(out, "static const char %s_compressed_data_base85[%d+1] =\n \"", symbol, (int)((compressed_sz+3)/4)*5);
+ fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
@@ -87,8 +91,8 @@
}
else
{
- fprintf(out, "static const unsigned int %s_compressed_size = %d;\n", symbol, (int)compressed_sz);
- fprintf(out, "static const unsigned int %s_compressed_data[%d/4] =\n{", symbol, (int)((compressed_sz+3)/4)*4);
+ fprintf(out, "static const unsigned int %s_%ssize = %d;\n", symbol, compressed_str, (int)compressed_sz);
+ fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz+3)/4)*4);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
@@ -103,7 +107,8 @@
// Cleanup
delete[] data;
- delete[] compressed;
+ if (use_compression)
+ delete[] compressed;
return true;
}
diff --git a/imgui.cpp b/imgui.cpp
index 1f1aaed..80f4b6e 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -399,14 +399,19 @@
Issue numbers (#) refer to github issues.
The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
- - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
- - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
+ - window: maximum window size settings (per-axis). for large popups in particular user may not want the popup to fill all space.
+ - 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). 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: add a way to clear an existing window instead of appending (e.g. for tooltip override using a consistent api rather than the deferred tooltip)
- window: resizing from any sides? + mouse cursor directives for app.
+!- window: begin with *p_opened == false should 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?
+ - window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later.
!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
+ - splitter: formalize the splitter idiom into an official api (we want to handle n-way split)
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
- widgets: clean up widgets internal toward exposing everything.
- widgets: add disabled and read-only modes (#211)
@@ -421,6 +426,8 @@
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- text: proper alignment options
+ - 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?
- layout: horizontal layout helper (#97)
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
@@ -436,19 +443,20 @@
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: keyboard navigation.
- listbox: scrolling should track modified selection.
- ! menus/popups: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331)
+-! menus/popups: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331)
- menus: local shortcuts, global shortcuts (#126)
- menus: icons
- menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
+ - statusbar: add a per-window status bar helper similar to what menubar does.
- tabs
- separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
- gauge: various forms of gauge/loading bars widgets
- - color: add a better color picker (perhaps a popup).
- - plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals)
+ - color: add a better color picker
+ - plot: PlotLines() should use the polygon-stroke facilities (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- - file selection widget -> build the tool in our codebase to improve model-dialog idioms
+ - applet: file selection widget (as an example)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
@@ -459,13 +467,15 @@
- text edit: centered text for slider as input text so it matches typical positioning.
- text edit: flag to disable live update of the user buffer.
- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
- - tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
+ - tree node / optimization: avoid formatting when clipped.
+ - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
+ - tree node: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
- textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
- style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost.
- style: color-box not always square?
- - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps that other settings?
+ - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- text: simple markup language for color change?
- 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)
@@ -479,11 +489,12 @@
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit.
- - memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
- style editor: color child window height expressed in multiple of line height.
+!- examples: directx9/directx11: resizing window duplicate the font data :(
+ - 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
- optimization: better clipping for multi-component widgets
@@ -908,7 +919,7 @@
if ((*str & 0xe0) == 0xc0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
- if (in_text_end && in_text_end - (const char*)str < 2) return 0;
+ if (in_text_end && in_text_end - (const char*)str < 2) return 1;
if (*str < 0xc2) return 2;
c = (unsigned int)((*str++ & 0x1f) << 6);
if ((*str & 0xc0) != 0x80) return 2;
@@ -919,7 +930,7 @@
if ((*str & 0xf0) == 0xe0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
- if (in_text_end && in_text_end - (const char*)str < 3) return 0;
+ if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
c = (unsigned int)((*str++ & 0x0f) << 12);
@@ -933,7 +944,7 @@
if ((*str & 0xf8) == 0xf0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
- if (in_text_end && in_text_end - (const char*)str < 4) return 0;
+ if (in_text_end && in_text_end - (const char*)str < 4) return 1;
if (*str > 0xf4) return 4;
if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
@@ -1761,6 +1772,17 @@
return GImGui->IO.MemFreeFn(ptr);
}
+const char* ImGui::GetClipboardText()
+{
+ return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn() : "";
+}
+
+void ImGui::SetClipboardText(const char* text)
+{
+ if (GImGui->IO.SetClipboardTextFn)
+ GImGui->IO.SetClipboardTextFn(text);
+}
+
const char* ImGui::GetVersion()
{
return IMGUI_VERSION;
@@ -7217,7 +7239,8 @@
if (g.IO.InputCharacters[0])
{
// Process text input (before we check for Return because using some IME will effectively send a Return?)
- if (!is_ctrl_down && is_editable)
+ // We ignore CTRL inputs, but need to allow CTRL+ALT as some keyboards (e.g. German) use AltGR - which is Alt+Ctrl - to input certain characters.
+ if (!(is_ctrl_down && !is_alt_down) && is_editable)
{
for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
if (unsigned int c = (unsigned int)g.IO.InputCharacters[n])
diff --git a/imgui.h b/imgui.h
index 361ba83..29ad475 100644
--- a/imgui.h
+++ b/imgui.h
@@ -416,9 +416,11 @@
IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
- // Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
+ // Helpers functions to access functions pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
+ IMGUI_API const char* GetClipboardText();
+ IMGUI_API void SetClipboardText(const char* text);
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
IMGUI_API const char* GetVersion();
@@ -1113,7 +1115,7 @@
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
- IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
+ IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 23de2a3..166bb30 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -14,7 +14,7 @@
#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
-#if defined(_MSC_VER) && !defined(__S3E__)
+#if defined(_MSC_VER)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf
#endif
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index c91bdcd..1148ea9 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -26,7 +26,7 @@
#endif
#endif
-#if defined(_MSC_VER) && !defined(__S3E__)
+#if defined(_MSC_VER)
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf
@@ -291,6 +291,7 @@
void ImDrawList::ChannelsSetCurrent(int idx)
{
+ IM_ASSERT(idx < _ChannelsCount);
if (_ChannelsCurrent == idx) return;
memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
diff --git a/imgui_internal.h b/imgui_internal.h
index a100fed..ccd571f 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -14,7 +14,7 @@
#include <stdio.h> // FILE*
#include <math.h> // sqrtf()
-#if defined(_MSC_VER) && !defined(__S3E__)
+#if defined(_MSC_VER)
#pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#endif
@@ -698,6 +698,6 @@
} // namespace ImGuiP
-#if defined(_MSC_VER) && !defined(__S3E__)
+#if defined(_MSC_VER)
#pragma warning (pop)
#endif