mirror of
https://github.com/shadps4-emu/ext-imgui.git
synced 2024-11-27 20:20:40 +00:00
Merge branch 'master' into 2016-02-colorpicker
This commit is contained in:
commit
baabe3b62c
@ -33,6 +33,14 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
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void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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|
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// Backup GL state
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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@ -58,14 +66,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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const float ortho_projection[4][4] =
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|
@ -28,6 +28,14 @@ static GLuint g_FontTexture = 0;
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||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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@ -44,14 +52,6 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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glEnable(GL_TEXTURE_2D);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
|
||||
return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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|
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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|
@ -28,6 +28,14 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
@ -53,14 +61,6 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
const float ortho_projection[4][4] =
|
||||
|
@ -21,6 +21,14 @@ static GLuint g_FontTexture = 0;
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.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.
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
@ -37,14 +45,6 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
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|
140
imgui.cpp
140
imgui.cpp
@ -19,7 +19,7 @@
|
||||
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
|
||||
- How can I help?
|
||||
- How do I update to a newer version of ImGui?
|
||||
- Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
|
||||
- Can I have multiple widgets with the same label? Can I have widget without a label? (Yes) / A primer on the use of labels/IDs in ImGui.
|
||||
- I integrated ImGui in my engine and the text or lines are blurry..
|
||||
- I integrated ImGui in my engine and some elements are disappearing when I move windows around..
|
||||
- How can I load a different font than the default?
|
||||
@ -149,6 +149,7 @@
|
||||
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
|
||||
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||
|
||||
- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
|
||||
- 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
|
||||
- 2016/02/21 (1.48) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to ColorEdit*() functions
|
||||
- replaced ColorEdit4() third parameter 'bool show_alpha=true' to 'ImGuiColorEditFlags flags=0x01' where ImGuiColorEditFlags_Alpha=0x01 for dodgy compatibility
|
||||
@ -426,8 +427,8 @@
|
||||
- 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.
|
||||
- window: consider renaming "GetWindowFont" which conflict with old Windows #define (#340)
|
||||
- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
|
||||
- draw-list: 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).
|
||||
!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
|
||||
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
@ -439,7 +440,7 @@
|
||||
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
|
||||
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
- input text: reorganise event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- 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: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
@ -447,6 +448,7 @@
|
||||
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
|
||||
- input number: use mouse wheel to step up/down
|
||||
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
|
||||
- button: provide a button that looks framed.
|
||||
- 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?
|
||||
@ -454,6 +456,7 @@
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- 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.
|
||||
- layout: BeginGroup() needs a border option.
|
||||
- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
|
||||
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
|
||||
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
|
||||
@ -471,9 +474,11 @@
|
||||
!- 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)
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
- popups: border options. richer api like BeginChild() perhaps? (#197)
|
||||
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last prefered button" and may teleport when moving mouse
|
||||
- menus: local shortcuts, global shortcuts (#456, #126)
|
||||
- menus: icons
|
||||
- menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
|
||||
- menus: calling BeginMenu() twice with a same name doesn't seem to append nicely
|
||||
- statusbar: add a per-window status bar helper similar to what menubar does.
|
||||
- tabs (#261, #351)
|
||||
- separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
|
||||
@ -497,6 +502,7 @@
|
||||
- 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 node / optimization: avoid formatting when clipped.
|
||||
- tree node: clarify spacing, perhaps provide API to query exact spacing. provide API to draw the primitive. same with Bullet().
|
||||
- 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
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
@ -527,6 +533,7 @@
|
||||
- input: support track pad style scrolling & slider edit.
|
||||
- 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?
|
||||
- misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
|
||||
- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438)
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
- remote: make a system like RemoteImGui first-class citizen/project (#75)
|
||||
@ -586,7 +593,6 @@
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
|
||||
static const char* FindTextDisplayEnd(const char* text, const char* text_end = NULL);
|
||||
|
||||
static void PushMultiItemsWidths(int components, float w_full = 0.0f);
|
||||
static float GetDraggedColumnOffset(int column_index);
|
||||
@ -2504,8 +2510,7 @@ void ImGui::Render()
|
||||
}
|
||||
}
|
||||
|
||||
// Find the optional ## from which we stop displaying text.
|
||||
static const char* FindTextDisplayEnd(const char* text, const char* text_end)
|
||||
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
|
||||
{
|
||||
const char* text_display_end = text;
|
||||
if (!text_end)
|
||||
@ -2544,7 +2549,7 @@ static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char*
|
||||
ImGuiWindow* window = ImGui::GetCurrentWindowRead();
|
||||
|
||||
if (!text_end)
|
||||
text_end = FindTextDisplayEnd(text, text_end);
|
||||
text_end = ImGui::FindRenderedTextEnd(text, text_end);
|
||||
|
||||
const bool log_new_line = ref_pos.y > window->DC.LogLinePosY+1;
|
||||
window->DC.LogLinePosY = ref_pos.y;
|
||||
@ -2598,7 +2603,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool
|
||||
const char* text_display_end;
|
||||
if (hide_text_after_hash)
|
||||
{
|
||||
text_display_end = FindTextDisplayEnd(text, text_end);
|
||||
text_display_end = FindRenderedTextEnd(text, text_end);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2637,7 +2642,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
|
||||
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
|
||||
{
|
||||
// Hide anything after a '##' string
|
||||
const char* text_display_end = FindTextDisplayEnd(text, text_end);
|
||||
const char* text_display_end = FindRenderedTextEnd(text, text_end);
|
||||
const int text_len = (int)(text_display_end - text);
|
||||
if (text_len == 0)
|
||||
return;
|
||||
@ -2744,7 +2749,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
|
||||
|
||||
const char* text_display_end;
|
||||
if (hide_text_after_double_hash)
|
||||
text_display_end = FindTextDisplayEnd(text, text_end); // Hide anything after a '##' string
|
||||
text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string
|
||||
else
|
||||
text_display_end = text_end;
|
||||
|
||||
@ -2823,13 +2828,13 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
|
||||
// Test if mouse cursor is hovering given rectangle
|
||||
// NB- Rectangle is clipped by our current clip setting
|
||||
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
|
||||
bool ImGui::IsMouseHoveringRect(const ImVec2& pos_min, const ImVec2& pos_max, bool clip)
|
||||
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindowRead();
|
||||
|
||||
// Clip
|
||||
ImRect rect_clipped(pos_min, pos_max);
|
||||
ImRect rect_clipped(r_min, r_max);
|
||||
if (clip)
|
||||
rect_clipped.Clip(window->ClipRect);
|
||||
|
||||
@ -4824,16 +4829,19 @@ ImDrawList* ImGui::GetWindowDrawList()
|
||||
return window->DrawList;
|
||||
}
|
||||
|
||||
ImFont* ImGui::GetWindowFont()
|
||||
ImFont* ImGui::GetFont()
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
return g.Font;
|
||||
return GImGui->Font;
|
||||
}
|
||||
|
||||
float ImGui::GetWindowFontSize()
|
||||
float ImGui::GetFontSize()
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
return g.FontSize;
|
||||
return GImGui->FontSize;
|
||||
}
|
||||
|
||||
ImVec2 ImGui::GetFontTexUvWhitePixel()
|
||||
{
|
||||
return GImGui->FontTexUvWhitePixel;
|
||||
}
|
||||
|
||||
void ImGui::SetWindowFontScale(float scale)
|
||||
@ -6328,7 +6336,7 @@ bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_mi
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -6370,7 +6378,7 @@ bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -6414,6 +6422,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
|
||||
g.DragLastMouseDelta = ImVec2(0.f, 0.f);
|
||||
}
|
||||
|
||||
float v_cur = g.DragCurrentValue;
|
||||
const ImVec2 mouse_drag_delta = ImGui::GetMouseDragDelta(0, 1.0f);
|
||||
if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)
|
||||
{
|
||||
@ -6425,7 +6434,6 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
|
||||
if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
|
||||
speed = speed * g.DragSpeedScaleSlow;
|
||||
|
||||
float v_cur = g.DragCurrentValue;
|
||||
float delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;
|
||||
if (fabsf(power - 1.0f) > 0.001f)
|
||||
{
|
||||
@ -6447,14 +6455,14 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
|
||||
if (v_min < v_max)
|
||||
v_cur = ImClamp(v_cur, v_min, v_max);
|
||||
g.DragCurrentValue = v_cur;
|
||||
}
|
||||
|
||||
// Round to user desired precision, then apply
|
||||
v_cur = RoundScalar(v_cur, decimal_precision);
|
||||
if (*v != v_cur)
|
||||
{
|
||||
*v = v_cur;
|
||||
value_changed = true;
|
||||
}
|
||||
// Round to user desired precision, then apply
|
||||
v_cur = RoundScalar(v_cur, decimal_precision);
|
||||
if (*v != v_cur)
|
||||
{
|
||||
*v = v_cur;
|
||||
value_changed = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -6550,7 +6558,7 @@ bool ImGui::DragFloatN(const char* label, float* v, int components, float v_spee
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -6589,7 +6597,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
ImGui::PopID();
|
||||
|
||||
@ -6628,7 +6636,7 @@ bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, i
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -6667,7 +6675,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
ImGui::PopID();
|
||||
|
||||
@ -6901,12 +6909,16 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
|
||||
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
|
||||
{
|
||||
bool v = (*flags & flags_value) ? true : false;
|
||||
bool v = ((*flags & flags_value) == flags_value);
|
||||
bool pressed = ImGui::Checkbox(label, &v);
|
||||
if (v)
|
||||
*flags |= flags_value;
|
||||
else
|
||||
*flags &= ~flags_value;
|
||||
if (pressed)
|
||||
{
|
||||
if (v)
|
||||
*flags |= flags_value;
|
||||
else
|
||||
*flags &= ~flags_value;
|
||||
}
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
@ -7887,7 +7899,7 @@ bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal
|
||||
ImGui::PopID();
|
||||
|
||||
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -7930,7 +7942,7 @@ bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextF
|
||||
ImGui::PopID();
|
||||
|
||||
window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
ImGui::TextUnformatted(label, FindRenderedTextEnd(label));
|
||||
ImGui::EndGroup();
|
||||
|
||||
return value_changed;
|
||||
@ -8760,7 +8772,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
}
|
||||
}
|
||||
|
||||
const char* label_display_end = FindTextDisplayEnd(label);
|
||||
const char* label_display_end = FindRenderedTextEnd(label);
|
||||
if (label != label_display_end)
|
||||
{
|
||||
ImGui::SameLine(0, style.ItemInnerSpacing.x);
|
||||
@ -8956,33 +8968,31 @@ void ImGui::EndGroup()
|
||||
}
|
||||
|
||||
// Gets back to previous line and continue with horizontal layout
|
||||
// local_pos_x == 0 : follow on previous item
|
||||
// local_pos_x != 0 : align to specified column
|
||||
// pos_x == 0 : follow on previous item
|
||||
// pos_x != 0 : align to specified column
|
||||
// spacing_w < 0 : use default spacing if column_x==0, no spacing if column_x!=0
|
||||
// spacing_w >= 0 : enforce spacing
|
||||
void ImGui::SameLine(float local_pos_x, float spacing_w)
|
||||
void ImGui::SameLine(float pos_x, float spacing_w)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
ImGuiState& g = *GImGui;
|
||||
float x, y;
|
||||
if (local_pos_x != 0.0f)
|
||||
if (pos_x != 0.0f)
|
||||
{
|
||||
if (spacing_w < 0.0f) spacing_w = 0.0f;
|
||||
x = window->Pos.x - window->Scroll.x + local_pos_x + spacing_w;
|
||||
y = window->DC.CursorPosPrevLine.y;
|
||||
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w;
|
||||
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
|
||||
x = window->DC.CursorPosPrevLine.x + spacing_w;
|
||||
y = window->DC.CursorPosPrevLine.y;
|
||||
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
|
||||
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
|
||||
}
|
||||
window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
|
||||
window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
|
||||
window->DC.CursorPos = ImVec2(x, y);
|
||||
}
|
||||
|
||||
void ImGui::NextColumn()
|
||||
@ -9422,10 +9432,14 @@ void ImGui::ShowMetricsWindow(bool* opened)
|
||||
{
|
||||
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)
|
||||
if (node_opened) ImGui::TreePop();
|
||||
return;
|
||||
}
|
||||
if (!node_opened)
|
||||
return;
|
||||
|
||||
ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList; // Render additional visuals into the top-most draw list
|
||||
overlay_draw_list->PushClipRectFullScreen();
|
||||
int elem_offset = 0;
|
||||
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
|
||||
{
|
||||
@ -9434,7 +9448,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
|
||||
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
|
||||
continue;
|
||||
}
|
||||
ImGui::BulletText("Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
|
||||
bool draw_opened = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
|
||||
if (show_clip_rects && ImGui::IsItemHovered())
|
||||
{
|
||||
ImRect clip_rect = pcmd->ClipRect;
|
||||
@ -9442,12 +9456,28 @@ void ImGui::ShowMetricsWindow(bool* opened)
|
||||
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
|
||||
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
|
||||
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
|
||||
GImGui->OverlayDrawList.PushClipRectFullScreen();
|
||||
clip_rect.Round(); GImGui->OverlayDrawList.AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
|
||||
vtxs_rect.Round(); GImGui->OverlayDrawList.AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
|
||||
GImGui->OverlayDrawList.PopClipRect();
|
||||
clip_rect.Round(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
|
||||
vtxs_rect.Round(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
|
||||
}
|
||||
if (!draw_opened)
|
||||
continue;
|
||||
for (int i = elem_offset; i+2 < elem_offset + (int)pcmd->ElemCount; i += 3)
|
||||
{
|
||||
ImVec2 triangles_pos[3];
|
||||
char buf[300], *buf_p = buf;
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
ImDrawVert& v = draw_list->VtxBuffer[(draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data[i+n] : i+n];
|
||||
triangles_pos[n] = v.pos;
|
||||
buf_p += sprintf(buf_p, "vtx %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", i+n, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
|
||||
}
|
||||
ImGui::Selectable(buf, false);
|
||||
if (ImGui::IsItemHovered())
|
||||
overlay_draw_list->AddPolyline(triangles_pos, 3, ImColor(255,255,0), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
overlay_draw_list->PopClipRect();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
|
55
imgui.h
55
imgui.h
@ -103,9 +103,9 @@ namespace ImGui
|
||||
// Main
|
||||
IMGUI_API ImGuiIO& GetIO();
|
||||
IMGUI_API ImGuiStyle& GetStyle();
|
||||
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
|
||||
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame().
|
||||
IMGUI_API void NewFrame();
|
||||
IMGUI_API void Render();
|
||||
IMGUI_API void Render(); // finalize rendering data, then call your io.RenderDrawListsFn() function if set.
|
||||
IMGUI_API void Shutdown();
|
||||
IMGUI_API void ShowUserGuide(); // help block
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
|
||||
@ -126,14 +126,12 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
|
||||
IMGUI_API ImFont* GetWindowFont();
|
||||
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
|
||||
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
|
||||
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();
|
||||
IMGUI_API float GetWindowHeight();
|
||||
IMGUI_API bool IsWindowCollapsed();
|
||||
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
|
||||
|
||||
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
|
||||
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
|
||||
@ -171,6 +169,9 @@ namespace ImGui
|
||||
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
|
||||
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
|
||||
IMGUI_API void PopStyleVar(int count = 1);
|
||||
IMGUI_API ImFont* GetFont(); // get current font
|
||||
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
|
||||
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
|
||||
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
|
||||
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
|
||||
|
||||
@ -189,18 +190,11 @@ namespace ImGui
|
||||
IMGUI_API void BeginGroup(); // lock horizontal starting position. once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
|
||||
IMGUI_API void EndGroup();
|
||||
IMGUI_API void Separator(); // horizontal line
|
||||
IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
|
||||
IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
|
||||
IMGUI_API void Spacing(); // add spacing
|
||||
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
|
||||
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
|
||||
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
|
||||
IMGUI_API void NextColumn(); // next column
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
|
||||
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 float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
|
||||
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
|
||||
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
|
||||
IMGUI_API float GetCursorPosX(); // "
|
||||
IMGUI_API float GetCursorPosY(); // "
|
||||
@ -215,6 +209,16 @@ namespace ImGui
|
||||
IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
|
||||
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
|
||||
|
||||
// Columns
|
||||
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
|
||||
IMGUI_API void NextColumn(); // next column
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
|
||||
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 float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
|
||||
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
|
||||
|
||||
// ID scopes
|
||||
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
|
||||
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
|
||||
@ -239,7 +243,7 @@ namespace ImGui
|
||||
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
|
||||
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
|
||||
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
|
||||
IMGUI_API void Bullet();
|
||||
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance you by the same distance as an empty TreeNode() call.
|
||||
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1);
|
||||
IMGUI_API void BulletTextV(const char* fmt, va_list args);
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
|
||||
@ -304,8 +308,8 @@ namespace ImGui
|
||||
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
|
||||
|
||||
// Widgets: Trees
|
||||
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop()
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
|
||||
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop().
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // 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_PRINTFARGS(2); // "
|
||||
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
|
||||
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
|
||||
@ -331,7 +335,7 @@ namespace ImGui
|
||||
IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
|
||||
IMGUI_API void ValueColor(const char* prefix, unsigned int v);
|
||||
|
||||
// Tooltip
|
||||
// Tooltips
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
|
||||
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
|
||||
@ -347,7 +351,7 @@ namespace ImGui
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Popup
|
||||
// Popups
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. 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); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
|
||||
@ -408,7 +412,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
|
||||
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
|
||||
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& pos_min, const ImVec2& pos_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
|
||||
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. disregarding of consideration of focus/window ordering/blocked by a popup.
|
||||
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 ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
|
||||
@ -433,6 +437,8 @@ namespace ImGui
|
||||
|
||||
// Obsolete (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
|
||||
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
|
||||
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
|
||||
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
|
||||
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
|
||||
@ -1126,11 +1132,12 @@ struct ImDrawList
|
||||
|
||||
// Primitives
|
||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
|
||||
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
|
||||
IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
||||
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
||||
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
|
||||
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);
|
||||
@ -1260,8 +1267,8 @@ struct ImFontAtlas
|
||||
int TexWidth; // Texture width calculated during Build().
|
||||
int TexHeight; // Texture height calculated during Build().
|
||||
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.
|
||||
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
|
||||
ImVector<ImFont*> Fonts;
|
||||
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
|
||||
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
|
||||
|
||||
// Private
|
||||
ImVector<ImFontConfig> ConfigData; // Internal data
|
||||
|
@ -1108,7 +1108,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
ImGui::InvisibleButton("##dummy", size);
|
||||
if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
|
||||
ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255));
|
||||
ImGui::GetWindowDrawList()->AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
|
||||
ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
@ -1803,24 +1803,26 @@ static void ShowExampleAppCustomRendering(bool* opened)
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
const ImU32 col32 = ImColor(col);
|
||||
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32); x += spacing;
|
||||
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, 1.0f);
|
||||
x = p.x + 4;
|
||||
y += sz+spacing;
|
||||
for (int n = 0; n < 2; n++)
|
||||
{
|
||||
float thickness = (n == 0) ? 1.0f : 4.0f;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ~0, thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ~0, 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, thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, thickness); x += spacing;
|
||||
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, thickness);
|
||||
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->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->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, 4.0f); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 4.0f); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, 4.0f); x += spacing;
|
||||
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, 4.0f); x += sz+spacing;
|
||||
draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0));
|
||||
ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*2));
|
||||
ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
|
||||
}
|
||||
ImGui::Separator();
|
||||
{
|
||||
|
@ -784,12 +784,12 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic
|
||||
}
|
||||
|
||||
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners);
|
||||
PathStroke(col, true);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
|
||||
@ -823,6 +823,17 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
|
||||
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
@ -834,14 +845,14 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
PathFill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
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);
|
||||
PathStroke(col, true);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
@ -874,6 +885,13 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
|
||||
// Might just move Font/FontSize to ImDrawList?
|
||||
if (font == NULL)
|
||||
font = GImGui->Font;
|
||||
if (font_size == 0.0f)
|
||||
font_size = GImGui->FontSize;
|
||||
|
||||
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
|
||||
|
||||
// reserve vertices for worse case (over-reserving is useful and easily amortized)
|
||||
@ -906,12 +924,8 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
_VtxCurrentIdx = (unsigned int)VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// This is one of the few function breaking the encapsulation of ImDrawLst, but it is just so useful.
|
||||
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
|
||||
}
|
||||
|
||||
@ -1992,10 +2006,10 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
{
|
||||
char_width = glyph->XAdvance * scale;
|
||||
|
||||
// Clipping on Y is more likely
|
||||
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
|
||||
if (c != ' ' && c != '\t')
|
||||
{
|
||||
// We don't do a second finer clipping test on the Y axis (TODO: do some measurement see if it is worth it, probably not)
|
||||
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
|
||||
float y1 = (float)(y + glyph->Y0 * scale);
|
||||
float y2 = (float)(y + glyph->Y1 * scale);
|
||||
|
||||
@ -2039,8 +2053,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
}
|
||||
}
|
||||
|
||||
// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
// inlined:
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
// Inlined here:
|
||||
{
|
||||
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
|
||||
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
|
||||
|
@ -357,7 +357,7 @@ struct ImGuiState
|
||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
|
||||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
|
||||
|
||||
float Time;
|
||||
int FrameCount;
|
||||
@ -706,7 +706,8 @@ namespace ImGui
|
||||
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, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);
|
||||
IMGUI_API void PopClipRect();
|
||||
|
Loading…
Reference in New Issue
Block a user