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https://github.com/xemu-project/imgui.git
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20188b19d6
@ -43,6 +43,7 @@ Other Changes:
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- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
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- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
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GL function loaders early, and help users understand what they are missing. (#2421)
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- Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430)
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-----------------------------------------------------------------------
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@ -42,11 +42,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
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- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
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- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
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- drawlist: AddRect vs AddLine position confusing (#2441)
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- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
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- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
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- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
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- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
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- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
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- 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
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- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
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@ -55,7 +55,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
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- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
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- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
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- widgets: add always-allow-overlap mode.
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- widgets: add always-allow-overlap mode. This should perhaps be the default.
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- widgets: start exposing PushItemFlag() and ImGuiItemFlags
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- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
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- widgets: activate by identifier (trigger button, focus given id)
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@ -135,8 +135,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
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- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
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- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
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- button: provide a button that looks framed. (?)
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- image/image button: misalignment on padded/bordered button?
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- 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?
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@ -1,6 +1,8 @@
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// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
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// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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#include "imgui.h"
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#include "../imgui_impl_freeglut.h"
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@ -1,6 +1,8 @@
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// dear imgui: Platform Binding for FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
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// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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@ -13,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-03-25: Misc: Made io.DeltaTime always above zero.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-03-22: Added FreeGLUT Platform binding.
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@ -81,7 +84,10 @@ void ImGui_ImplFreeGLUT_NewFrame()
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// Setup time step
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ImGuiIO& io = ImGui::GetIO();
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int current_time = glutGet(GLUT_ELAPSED_TIME);
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io.DeltaTime = (current_time - g_Time) / 1000.0f;
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int delta_time_ms = (current_time - g_Time);
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if (delta_time_ms <= 0)
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delta_time_ms = 1;
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io.DeltaTime = delta_time_ms / 1000.0f;
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g_Time = current_time;
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// Start the frame
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@ -1,6 +1,8 @@
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// dear imgui: Platform Binding for FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019.
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// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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8
imgui.h
8
imgui.h
@ -1853,8 +1853,8 @@ struct ImDrawList
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// Primitives
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IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
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IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
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IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
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IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
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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);
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IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
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@ -1864,8 +1864,8 @@ struct ImDrawList
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
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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);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
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IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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