From b2e7a3806a3536ecfdd082ea0d3eafec1bcd9b0b Mon Sep 17 00:00:00 2001 From: Sebastian Krzyszkowiak Date: Fri, 30 Nov 2018 16:46:43 +0100 Subject: [PATCH 001/687] Examples: Allegro5: Add touchscreen support --- examples/example_allegro5/README.md | 2 +- examples/imgui_impl_allegro5.cpp | 46 ++++++++++++++++++----------- 2 files changed, 29 insertions(+), 19 deletions(-) diff --git a/examples/example_allegro5/README.md b/examples/example_allegro5/README.md index 5fdcc5047..1a83fe894 100644 --- a/examples/example_allegro5/README.md +++ b/examples/example_allegro5/README.md @@ -12,7 +12,7 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind - On Ubuntu 14.04+ ```bash -g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example +g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example ``` - On Windows with Visual Studio's CLI diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 9a9c58019..a85ed9158 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-11-30: Platform: Added touchscreen support. // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). // 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. @@ -266,6 +267,8 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + #if ALLEGRO_HAS_CLIPBOARD io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; @@ -297,8 +300,31 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev) switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: - io.MouseWheel += ev->mouse.dz; - io.MouseWheelH += ev->mouse.dw; + if (ev->mouse.display == g_Display) + { + io.MouseWheel += ev->mouse.dz; + io.MouseWheelH += ev->mouse.dw; + io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == g_Display && ev->mouse.button <= 5) + io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == g_Display) + io.MousePos = ImVec2(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == g_Display && ev->touch.primary) + io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == g_Display) + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == g_Display) @@ -368,21 +394,5 @@ void ImGui_ImplAllegro5_NewFrame() io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN); - ALLEGRO_MOUSE_STATE mouse; - if (keys.display == g_Display) - { - al_get_mouse_state(&mouse); - io.MousePos = ImVec2((float)mouse.x, (float)mouse.y); - } - else - { - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - } - - al_get_mouse_state(&mouse); - io.MouseDown[0] = mouse.buttons & (1 << 0); - io.MouseDown[1] = mouse.buttons & (1 << 1); - io.MouseDown[2] = mouse.buttons & (1 << 2); - ImGui_ImplAllegro5_UpdateMouseCursor(); } From ef7940699e269c0da4498de44be78006ebd823e2 Mon Sep 17 00:00:00 2001 From: Omar Cornut Date: Mon, 11 Feb 2019 17:38:34 +0100 Subject: [PATCH 002/687] Examples: Metal: Removed unnecessary loop. Fixed OSX Clang warning in imstb_truetype. (#1929, #1873) --- examples/imgui_impl_metal.mm | 22 +++++++++------------- imstb_truetype.h | 2 +- 2 files changed, 10 insertions(+), 14 deletions(-) diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index c8373420f..6ffe27e5e 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -440,17 +440,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects() [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; - size_t vertexBufferLength = 0; - size_t indexBufferLength = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) - { - const ImDrawList* cmd_list = drawData->CmdLists[n]; - vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); - } - - MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; - MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; [commandEncoder setRenderPipelineState:renderPipelineState]; @@ -484,10 +477,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects() if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle - MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x), + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_rect.x), .y = NSUInteger(clip_rect.y), .width = NSUInteger(clip_rect.z - clip_rect.x), - .height = NSUInteger(clip_rect.w - clip_rect.y) }; + .height = NSUInteger(clip_rect.w - clip_rect.y) + }; [commandEncoder setScissorRect:scissorRect]; diff --git a/imstb_truetype.h b/imstb_truetype.h index a76a6c2a0..95631323b 100644 --- a/imstb_truetype.h +++ b/imstb_truetype.h @@ -253,7 +253,7 @@ // Documentation & header file 520 LOC \___ 660 LOC documentation // Sample code 140 LOC / // Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \ +// Software rasterization 240 LOC \ // Curve tessellation 120 LOC \__ 550 LOC Bitmap creation // Bitmap management 100 LOC / // Baked bitmap interface 70 LOC / From a79785c0b941aa3918db0e3ce5c55c24673f0a2b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Feb 2019 18:38:07 +0100 Subject: [PATCH 003/687] ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. --- docs/CHANGELOG.txt | 10 ++++++++++ examples/example_apple_opengl2/main.mm | 7 ++++--- examples/imgui_impl_allegro5.cpp | 5 +++-- examples/imgui_impl_dx10.cpp | 4 ++-- examples/imgui_impl_dx11.cpp | 4 ++-- examples/imgui_impl_dx12.cpp | 4 ++-- examples/imgui_impl_dx9.cpp | 4 ++-- examples/imgui_impl_marmalade.cpp | 9 ++++----- examples/imgui_impl_metal.mm | 21 +++++++++++++++------ examples/imgui_impl_opengl2.cpp | 20 ++++++++++++++------ examples/imgui_impl_opengl3.cpp | 22 +++++++++++++++------- examples/imgui_impl_vulkan.cpp | 6 +++--- imgui.cpp | 1 + imgui.h | 9 +++++---- imgui_draw.cpp | 8 +++++--- 15 files changed, 87 insertions(+), 47 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9ef9ead92..6e371f7e1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,11 @@ Breaking Changes: Other Changes: - Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] +- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). + This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming + multi-viewport feature to behave on Retina display and with multiple displays. + If you are not using a custom binding, please update your render function code ahead of time, + and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) - InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] - InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) - InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) @@ -65,6 +70,11 @@ Other Changes: - ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] - ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) - Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when + the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, + this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] + Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. +- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. - Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] - Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index b91cfb963..0d92da50b 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -92,13 +92,14 @@ [[self openGLContext] makeCurrentContext]; ImGuiIO& io = ImGui::GetIO(); - GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + ImDrawData* draw_data = ImGui::GetDrawData(); + GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); glViewport(0, 0, width, height); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(draw_data); // Present [[self openGLContext] flushBuffer]; diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 8d5345166..ad0e5a352 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -122,8 +122,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) indices = (const int*)cmd_list->IdxBuffer.Data; } + // Render command lists int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -134,7 +135,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) else { ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; - al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); + al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); } idx_offset += pcmd->ElemCount; diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index b381d60a1..ac394348f 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -199,7 +199,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) // Render command lists int vtx_offset = 0; int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -214,7 +214,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) else { // Apply scissor/clipping rectangle - const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)}; + const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index f85f5fd26..a686d6bb2 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -204,7 +204,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) // Render command lists int vtx_offset = 0; int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -219,7 +219,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) else { // Apply scissor/clipping rectangle - const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 6bcaf5444..f9e1884f8 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -199,7 +199,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // Render command lists int vtx_offset = 0; int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -212,7 +212,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } else { - const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index b85c5242b..c0b9c74e6 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -166,7 +166,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // Render command lists int vtx_offset = 0; int idx_offset = 0; - ImVec2 pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -179,7 +179,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) } else { - const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; + const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index 45435977b..f1eaa99af 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -3,6 +3,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] Renderer: Clipping rectangles are not honored. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -38,10 +40,6 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f); // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) { - // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) - ImGuiIO& io = ImGui::GetIO(); - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -54,7 +52,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) for (int i = 0; i < nVert; i++) { - // TODO: optimize multiplication on gpu using vertex shader/projection matrix. + // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; @@ -76,6 +74,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) } else { + // FIXME: Not honoring ClipRect fields. CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 6ffe27e5e..95c532361 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-05: Metal: Added new Metal backend implementation. @@ -401,12 +402,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects() commandEncoder:(id)commandEncoder { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO &io = ImGui::GetIO(); - int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y); + int fb_width = (int)(drawData->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) return; - drawData->ScaleClipRects(io.DisplayFramebufferScale); [commandEncoder setCullMode:MTLCullModeNone]; [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; @@ -450,9 +449,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects() [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists size_t vertexBufferOffset = 0; size_t indexBufferOffset = 0; - ImVec2 pos = drawData->DisplayPos; for (int n = 0; n < drawData->CmdListsCount; n++) { const ImDrawList* cmd_list = drawData->CmdLists[n]; @@ -473,7 +476,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects() } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 9745238c4..99ca96907 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. @@ -76,12 +77,10 @@ void ImGui_ImplOpenGL2_NewFrame() void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width == 0 || fb_height == 0) return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); // We are using the OpenGL fixed pipeline to make the example code simpler to read! // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. @@ -122,8 +121,11 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glPushMatrix(); glLoadIdentity(); + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + // Render command lists - ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -143,7 +145,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 70bafe77c..bd8c94e64 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT). @@ -137,12 +138,10 @@ void ImGui_ImplOpenGL3_NewFrame() void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); @@ -220,8 +219,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - // Draw - ImVec2 pos = draw_data->DisplayPos; + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -243,7 +245,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) } else { - ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 14807863c..15c32b2e2 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -289,7 +289,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Render the command lists: int vtx_offset = 0; int idx_offset = 0; - ImVec2 display_pos = draw_data->DisplayPos; + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -305,8 +305,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Apply scissor/clipping rectangle // FIXME: We could clamp width/height based on clamped min/max values. VkRect2D scissor; - scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0; - scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0; + scissor.offset.x = (int32_t)(pcmd->ClipRect.x - clip_off.x) > 0 ? (int32_t)(pcmd->ClipRect.x - clip_off.x) : 0; + scissor.offset.y = (int32_t)(pcmd->ClipRect.y - clip_off.y) > 0 ? (int32_t)(pcmd->ClipRect.y - clip_off.y) : 0; scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x); scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here? vkCmdSetScissor(command_buffer, 0, 1, &scissor); diff --git a/imgui.cpp b/imgui.cpp index 2ddcf43f6..e2ddba187 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3731,6 +3731,7 @@ static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_da draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = ImVec2(0.0f, 0.0f); draw_data->DisplaySize = io.DisplaySize; + draw_data->FramebufferScale = io.DisplayFramebufferScale; for (int n = 0; n < draw_lists->Size; n++) { draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; diff --git a/imgui.h b/imgui.h index bf42eb39d..be3434f39 100644 --- a/imgui.h +++ b/imgui.h @@ -1300,7 +1300,7 @@ struct ImGuiIO float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For hi-dpi/retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. @@ -1893,13 +1893,14 @@ struct ImDrawData int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. // Functions ImDrawData() { Valid = false; Clear(); } ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! - IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 844a3e923..8ebc36c32 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1287,8 +1287,10 @@ void ImDrawData::DeIndexAllBuffers() } } -// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. -void ImDrawData::ScaleClipRects(const ImVec2& scale) +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { for (int i = 0; i < CmdListsCount; i++) { @@ -1296,7 +1298,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y); + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); } } } From d16dbc5b87b5cafd0efd57da3a61441856c52e77 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Feb 2019 18:45:08 +0100 Subject: [PATCH 004/687] Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] --- docs/CHANGELOG.txt | 1 + examples/example_sdl_opengl2/main.cpp | 3 ++- examples/example_sdl_opengl3/main.cpp | 3 ++- examples/example_sdl_vulkan/main.cpp | 3 ++- 4 files changed, 7 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6e371f7e1..c8dbff1c0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,7 @@ Other Changes: - Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. - Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] +- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] - Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). - Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) - Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 282e5f72f..029acefa4 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -30,7 +30,8 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_SetSwapInterval(1); // Enable vsync diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 3d66cbf2d..246449afc 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -54,7 +54,8 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_SetSwapInterval(1); // Enable vsync diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index a7404ec71..c52057504 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -308,7 +308,8 @@ int main(int, char**) // Setup window SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); // Setup Vulkan uint32_t extensions_count = 0; From 169e3981fdf037b179f1c7296548892ba7837dae Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Feb 2019 19:09:54 +0100 Subject: [PATCH 005/687] Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. --- docs/CHANGELOG.txt | 1 + examples/example_glfw_opengl2/main.cpp | 3 +++ examples/imgui_impl_opengl2.cpp | 1 + 3 files changed, 5 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c8dbff1c0..91436faee 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -81,6 +81,7 @@ Other Changes: - Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). - Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) - Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) +- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. - Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index eae7ed786..084637132 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -10,6 +10,9 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_opengl2.h" #include +#ifdef __APPLE__ +#define GL_SILENCE_DEPRECATION +#endif #include // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 99ca96907..5acccc081 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -44,6 +44,7 @@ #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this #endif #if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION #include #else #include From cc80d8e118c1295a1bc005d2180b97e4778facb3 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Feb 2019 10:30:09 +0100 Subject: [PATCH 006/687] Examples: Metal: Compilation fix. --- examples/imgui_impl_metal.mm | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 95c532361..a1ed7d748 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -402,8 +402,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects() commandEncoder:(id)commandEncoder { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y); + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) return; @@ -450,8 +450,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects() [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists size_t vertexBufferOffset = 0; From 0640b6e67cddbfbbfc9856c12236a78550b310da Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Feb 2019 16:31:49 +0100 Subject: [PATCH 007/687] Shallow tweaks --- imgui.h | 14 +++++++------- imgui_widgets.cpp | 5 +++-- 2 files changed, 10 insertions(+), 9 deletions(-) diff --git a/imgui.h b/imgui.h index be3434f39..943dd2f0a 100644 --- a/imgui.h +++ b/imgui.h @@ -1948,12 +1948,12 @@ struct ImFontGlyphRangesBuilder ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext - IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; enum ImFontAtlasFlags_ @@ -2096,7 +2096,7 @@ struct ImFont ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. bool DirtyLookupTables; // 1 // out // - float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 8 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 667cf3c4b..17dbeda4c 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2832,8 +2832,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImFont* font = GImGui->Font; - const float line_height = GImGui->FontSize; + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; const float scale = line_height / font->FontSize; ImVec2 text_size = ImVec2(0,0); From 417cf2237f6ad136cf36a9317b6e1af001865363 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Feb 2019 22:43:56 +0100 Subject: [PATCH 008/687] Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) --- docs/CHANGELOG.txt | 4 ++++ imgui.cpp | 6 +----- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 91436faee..7517c907b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -63,6 +63,10 @@ Other Changes: - Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) - ListBox: Better optimized when clipped / non-visible. - InputTextMultiline: Better optimized when clipped / non-visible. +- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to + calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls + not align the same as a single call, and create mismatch between high-level size calculation and those performed + with the lower-level ImDrawList api. (#792) [@SlNPacifist] - ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery] - ImGuiTextBuffer: Added append() function (unformatted). diff --git a/imgui.cpp b/imgui.cpp index e2ddba187..3ca426283 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3909,11 +3909,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex return ImVec2(0.0f, font_size); ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field) - const float font_scale = font_size / font->FontSize; - const float character_spacing_x = 1.0f * font_scale; - if (text_size.x > 0.0f) - text_size.x -= character_spacing_x; + // Round text_size.x = (float)(int)(text_size.x + 0.95f); return text_size; From cbc8e57410ba1620577efd4aca8da79bf0d93bf5 Mon Sep 17 00:00:00 2001 From: Elias Daler Date: Wed, 13 Feb 2019 13:50:14 +0300 Subject: [PATCH 009/687] Update README.md - change imgui-sfml link (#2345) Changed link from https://github.com/EliasD/sfml to https://github.com/eliasdaler/sfml (no redirect + more reliable) --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index dd7aa18a0..d1c1c272b 100644 --- a/docs/README.md +++ b/docs/README.md @@ -150,7 +150,7 @@ Frameworks: - Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) - NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) - Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo) -- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) +- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml) - Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) - Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) From fcdf704dfaa71dc8820776afb629fef4d525a3e4 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Feb 2019 12:52:12 +0100 Subject: [PATCH 010/687] Changelog: Added changelog from 1.40 to 1.47 (pasted from the Releases section) + some wrapping. --- docs/CHANGELOG.txt | 597 +++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 548 insertions(+), 49 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7517c907b..a895256ab 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -280,29 +280,36 @@ Changes: Breaking Changes: -- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). +- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. + Kept redirection enum (will obsolete). - Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time. -- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495) +- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to + enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough, but will eventually be. -- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. - Kept redirection types (will obsolete). -- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). +- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData + for consistency. Kept redirection types (will obsolete). +- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly). - Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). -- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473) +- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to + io.ConfigMacOSXBehaviors for consistency. (#1427, #473) - Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. Other Changes: - ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). - ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. -- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787) +- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming + Docking features. (#787) - Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) - While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag. + While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + ImGuiWindow_NoNavFocus flag. - Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) -- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495) +- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from + the lower-left corner. (#1495) - Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. -- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. +- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool + returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) - InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). - InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback. @@ -365,11 +372,14 @@ Other Changes: Breaking Changes: -- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader(). - The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen. - In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) +- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. + The flag was already set by CollapsingHeader(). + The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without + ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from + your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly. -- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859) +- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and + discourage using the full set. (#1859) Other Changes: @@ -382,12 +392,13 @@ Other Changes: before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc. - - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable. - Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code, - so you may study or grab one half of the code and not the other. - - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer - back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an - easy update path to support multi-viewports later (for future ImGui 1.7x). + - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are + smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap + between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other. + - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work + from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to + maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later + (for future ImGui 1.7x). - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings, expect to have to reshuffle a few things. - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. @@ -400,26 +411,36 @@ Other Changes: - Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) - Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) - ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) -- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739) -- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143) -- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows. +- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, + and not clamped by viewport. (#1739) +- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip + from the target site. (#143) +- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX + instead of EndXXX, to not affect tooltips and child windows. - Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865). - InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) -- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted). +- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, + but text won't be corrupted). - SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) -- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869) -- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut] +- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful + for icon fonts. (#1869) +- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese + characters. (#1859) [@JX-Master, @ocornut] - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut] - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000] - Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] - Examples: SDL+Vulkan: Added SDL+Vulkan example. - Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. -- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+). +- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end + (will be fixed in Allegro 5.2.5+). - Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) -- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code. +- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, + a good occasion since we refactored the code. - Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) -- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) -- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) +- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate + some uses. (#1888) +- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile + with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. - Internals: PushItemFlag() flags are inherited by BeginChild(). @@ -430,41 +451,56 @@ Other Changes: Breaking Changes: -- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. - To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. - If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them. -- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", - consistent with other functions. Kept redirection functions (will obsolete). -- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values. +- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally + any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, + giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your + codebase for e.g. "DragInt.*%f" to you find them. +- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more + flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). +- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard + expectation and allows passing r-values. Other Changes: - Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) -- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.). +- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus + displayed outside the safe area, etc.). - Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) - Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) - Window: Fixed the default proportional item width lagging by one frame on resize. -- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) +- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating + feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) - Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) -- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993) -- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993) -- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804) -- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks] +- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() + to manually load/save .ini settings. (#923, #993) +- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() + should be called. (#923, #993) +- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height + has been growing would have the scroll clamped using the previous height. (#1804) +- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that + don't display all pixels. (#1439) [@dougbinks] - InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu] - InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] - InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value. -- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". - This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648) -- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). +- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional + "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values + in scientific notation, and is generally more consistent with other API. + Obsoleted functions using the optional "int decimal_precision" parameter. (#648) +- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing + in the same direction (keyboard/gamepad version already did this). - DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) - DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) -- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642) -- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642) +- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, + which allows for finer uses of %e %g etc. (#648, #642) +- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. + Added an assert than power-curve requires a min/max range. (~#642) - DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup. -- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers). +- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced + the range of valid integers). - ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). - Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) @@ -1201,6 +1237,469 @@ Other Changes: - Various extra comments and clarification in the code. - Various other fixes and optimizations. + +----------------------------------------------------------------------- + VERSION 1.47 (2015-12-25) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47 + +Changes: + +- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21) +- Added ProgressBar(). (#333) +- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374) +- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied. +- Added ImGuiIO::ClearInputCharacters() superfluous helper. +- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions + would occasionally restore an incorrect clipping rectangle. +- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged. +- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize, + and WindowPadding < DisplaySafeAreaPadding. +- Fixed border rendering in various situations when using non-pixel aligned glyphs. +- Fixed border rendering of windows to always contain the border within the window. +- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) +- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled. +- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. +- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) +- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. +- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out + multiple item with different height on same line. (#414, #282) +- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list. +- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439) +- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380) +- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394) +- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125) +- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125) +- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125) +- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify. +- ImFontAtlas: Updated stb_rect_pack.h to 0.08. +- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed. +- Demo: Added a simple "Property Editor" demo applet. (#125, #414) +- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393) +- Demo: Lots of extra comments, fixes. +- Demo: Tweaks to Style Editor. +- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). +- Examples: Added /Zi (output debug information) to Win32 batch files. +- Examples: Various fixes for resizing window and recreating graphic context. +- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441). +- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411) +- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399) +- Examples: DirectX10: Added DirectX10 example. (#424) +- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420) +- Examples: DirectX11: Removed Debug flag from graphics context. (#415) +- Examples: Added SDL+OpenGL3 example. (#356) + + +----------------------------------------------------------------------- + VERSION 1.46 (2015-10-18) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46 + +Changes: + +- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314) +- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag. +- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure. +- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading + from the ImGuiIO structure (to match MemAlloc/MemFree) +- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range. +- Fixed mouse click detection when passing DeltaTime 0.0. (#338) +- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame. +- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377) +- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316) +- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211) +- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size. +- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334) +- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339) +- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling. +- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360) +- InputFloat() fixed explicit precision modifier, both display and input were broken. +- PlotHistogram(): improved rendering of histogram with a lot of values. +- Dummy(): creates an item so functions such as IsItemHovered() can be used. +- BeginChildFrame() helper: added the extra_flags parameter. +- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: background color less translucent in default style so it works better when changing background color. +- Scrollbar: fixed minor rendering offset when borders are enabled. (#365) +- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) +- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. +- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1). +- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327) +- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348) +- ImGuiTextFilter::Draw() helper return bool and build when filter is modified. +- ImGuiTextBuffer: added c_str() helper. +- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373) +- ColorConvertFloat4ToU32() round the floats instead of truncating them. +- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates. +- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) +- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) +- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. +- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Tools: binary_to_compressed_c.cpp: added -nocompress option. +- Examples: Added example for the Marmalade platform. +- Examples: Added batch files to build Windows examples with VS. +- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347) +- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles. + + +----------------------------------------------------------------------- + VERSION 1.45 (2015-09-01) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45 + +Breaking Changes: + +- With the addition of better horizontal scrolling primitives I had to make some consistency fixes. + `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()` + are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. + It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: + - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. + Previously they were roughly interchangeable (roughly because the content region exclude window padding). + +Other Changes: + +- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246). +- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246). +- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which + define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived. +- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled. +- Added printf attribute to printf-like text formatting functions (Clang/GCC). +- Added GetMousePosOnOpeningCurrentPopup() helper. +- Added GetContentRegionAvailWidth() helper. +- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307). +- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311). +- ImDrawList: Allow to override ImDrawIdx type (#292). +- ImDrawList: Added an assert on overflowing index value (#292). +- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. +- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). +- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). +- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. +- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. +- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282). +- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). +- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. +- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). +- Demo: Fixed incorrectly formed string passed to Combo (#298). +- Demo: Added simple Log demo. +- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246). +- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246) +- Metrics: display indices along with triangles count (#299) and some internal state. +- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. +- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values. +- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness. +- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly. +- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299). +- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler. +- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11. +- Examples: iOS: fixed missing files in project. + + +----------------------------------------------------------------------- + VERSION 1.44 (2015-08-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44 + +Breaking Changes: + +- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h. + Add the two extra .cpp to your project or #include them from another .cpp file. (#219) + +Other Changes: + +- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier + and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed + for forward-compatibility and code using those types/functions may occasionally break. (#219) +- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call + the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. +- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). +- Added ImGuiWindowFlags_NoInputs for totally input-passthru window. +- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels + before the right-most position of the contents region). +- InputTextMultiline(): honor negative size consistently with other widgets that do so. +- Combo() clamp popup to lower edge of visible area. +- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer. +- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format + string in InputInt* later). +- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual. +- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set. +- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. +- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) +- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason. +- ImDrawList: Added ImDrawList::AddText() shorthand helper. +- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) +- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded + as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool. +- Build fix for MinGW (#276). +- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277). +- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278) +- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290). +- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert + with odd fonts (#280) + + +----------------------------------------------------------------------- + VERSION 1.43 (2015-07-17) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43 + +Breaking Changes: + +- This is a rather important release and we unfortunately had to break the rendering API. + ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy. + Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles + using indices from the index buffer. +- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update + your copy and you can ignore the rest. +- The signature of the io.RenderDrawListsFn handler has changed + From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data) + With: argument 'cmd_lists' -> 'draw_data->CmdLists' + argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' + ImDrawList 'commands' -> 'CmdBuffer' + ImDrawList 'vtx_buffer' -> 'VtxBuffer' + ImDrawList n/a -> 'IdxBuffer' (new) + ImDrawCmd 'vtx_count' -> 'ElemCount' + ImDrawCmd 'clip_rect' -> 'ClipRect' + ImDrawCmd 'user_callback' -> 'UserCallback' + ImDrawCmd 'texture_id' -> 'TextureId' +- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index + the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade! + +Other Changes: + +- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133). + Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged + enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41. + Made some extra effort in making the code run faster in your typical Debug build. +- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains. +- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing. +- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke() + with optional anti-aliasing. +- ImDrawList: Added AddRectFilledMultiColor() helper. +- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged + back together (used by columns). +- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands. +- ImDrawList: Fixed window draw lists not destructed properly on Shutdown(). +- ImDrawData: Added DeIndexAllBuffers() helper. +- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure. + - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH). + Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing. + - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242). + - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232). + - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220). +- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization. +- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag. +- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag. +- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. +- InputText: Fix for using END key on a multi-line text editor (#275) +- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125) +- Popups: Fixed Combo boxes inside menus. (#272) +- Style: Added GrabRounding setting to make the sliders etc. grabs rounded. +- Changed SameLine() parameters from int to float. +- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere(). +- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the + right-side of the header. +- Metrics window: calculate bounding box of actual vertices when hovering a draw list. +- Examples: Showing more information in the Fonts section. +- Examples: Added a gratuitous About window. +- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering. +- Examples: Fixed the SDL2 example to support Unicode text input (#274). + + +----------------------------------------------------------------------- + VERSION 1.42 (2015-07-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42 + +Breaking Changes: + +- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete). +- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent, + because positions (e.g. cursor position) are not equivalent to scrolling amount. +- Removed obsolete GetDefaultFontData() function that would assert anyway. + If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11) + +Other Changes: + +- Added SDL2 example application (courtesy of @CedricGuillemet) +- Added iOS example application (courtesy of @joeld42) +- Added Allegro 5 example application (courtesy of @bggd) +- Added TitleBgActive color in style so focused window is made visible. (#253) +- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. +- Added DragFloatRange2() DragIntRange2() helpers. (#76) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- MenuItem() can be activated on release. (#245) +- Allowing NewFrame() with DeltaTime==0.0f to not assert. +- Fixed IsMouseDragging(). (#260) +- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is + a popup between mouse and the graph. +- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders. +- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257) +- Fixed text baseline alignment of small button (no padding) after regular buttons. +- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) +- Fixed warnings for more pedantic compiler settings (#258). +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize + lots of code. Yeah! (#262) +- ImDrawList: store pointer to their owner name for easier auditing/debugging. +- Examples: added scroll tracking example with SetScrollFromCursorPos(). +- Examples: metrics windows render clip rectangle when hovering over a draw call. +- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up. +- Added font links in extra_fonts/ + instructions for using compressed fonts in C array. + + +----------------------------------------------------------------------- + VERSION 1.41 (2015-06-26) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41 + +Breaking Changes: + +- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent). + Only makes a difference when texture have transparency. +- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size). + Size override should be used very rarely so hopefully it doesn't affect many people. Sorry! + +Other Changes: + +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather + big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option + for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking + outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added GetGlyphRangesCyrillic() helper (#237). +- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) +- Added IsWindowHovered() helper. +- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248) +- Allow Set*WindowSize() calls to be used with popups. +- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc. +- Window: fixed scrolling with mouse wheel while window was collapsed. +- Window: fixed mouse wheel scroll issues. +- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable. +- InputText(): lifted character count limit. +- InputText(): fixes in case of using per-window font scaling. +- Selectable(), MenuItem(): do not use frame rounding for hovering/selection. +- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. +- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). +- Combo(): Fixed issue with activating a Combo() not taking active id (#241). +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- BeginChildFrame(): returns bool like BeginChild() for clipping. +- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. +- ImFont: ignoring '\r'. +- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. +- ImFont: additional rendering optimizations. +- Metrics windows display storage size. + + +----------------------------------------------------------------------- + VERSION 1.40 (2015-05-31) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40 + +Breaking Changes: + +- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus. + Use OpenPopup() to toggle the opened state and BeginPopup() to append.** +- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, + some code will possibly break if you didn't rely on the default parameter. + Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). + +Other Changes: + +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of + widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, + disabled mode. Menu items can be used in any window. +- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. + They will work inside a normal window but it will be a bit unusual. +- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). +- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. +- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Popups have borders by default (#197), attenuated border alpha in default theme. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving + in corners. Tooltip always tries to stay away from mouse-cursor. +- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. +- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. +- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. +- Removed the third 'repeat' parameter of Button(). +- Added IsAnyItemHovered() helper. +- Added GetItemsLineHeightWithSpacing() helper. +- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly. +- Separator: within group start on group horizontal offset. (#205) +- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206) +- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214) +- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed + unless you trapped exceptions). +- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218) +- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window. +- Selectable: Handling text baseline alignment for line that aren't of text height. +- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets. +- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing, + should use the first line of the group, will implement in the future). +- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors. +- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false. +- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled. +- Plot: overlay label clipped within frame when not fitting. +- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. +- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). +- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have + child overlapping items in parent window. +- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. + Allows a simple form of out-of-order appending. +- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant. +- Metrics: Added io.MetricsActiveWindows counter. (#213. +- Metrics: Added io.MetricsAllocs counter (number of active memory allocations). +- Metrics: ShowMetricsWindow() shows popups stack, allocations. +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). +- Style: Added style.ScrollbarRounding. (#212) +- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. +- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222) +- ImVector: tweak growth strategy, matches vector from VS2010. +- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224) +- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224) +- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly. +- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses. +- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207) +- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed. +- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window. +- Examples: Added Menu-bar example. +- Examples: Added Simple Layout example. +- Examples: AutoResize demo doesn't use TextWrapped(). +- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example. +- Examples: DirectX9/11: Fixed key mapping for down arrow. +- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155) +- Examples: DirectX11: explicitly set rasterizer state. +- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229) +- Fixed build with Visual Studio 2008 (possibly earlier versions as well). +- Other fixes, comments, tweaks. + + ----------------------------------------------------------------------- For older version, see https://github.com/ocornut/imgui/releases From 57a586b4f144a78996c57b03df4b7a65c039faa9 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Feb 2019 18:21:21 +0100 Subject: [PATCH 011/687] Font: Moved functions to internal block (not enforced). Made ConfigData pointer const. Added link to stb's notes. --- imgui.cpp | 4 ++-- imgui.h | 20 ++++++++++---------- imgui_demo.cpp | 2 +- 3 files changed, 13 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3ca426283..7fdff284c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -805,9 +805,9 @@ CODE // Options ImFontConfig config; - config.OversampleH = 3; + config.OversampleH = 2; config.OversampleV = 1; - config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up + config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); diff --git a/imgui.h b/imgui.h index 943dd2f0a..e83ac23c5 100644 --- a/imgui.h +++ b/imgui.h @@ -1914,8 +1914,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. @@ -2080,7 +2080,7 @@ struct ImFontAtlas struct ImFont { // Members: Hot ~24/32 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12/16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). + ImVector IndexAdvanceX; // 12/16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). float FontSize; // 4 // in // // Height of characters, set during loading (don't change after loading) float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() @@ -2093,21 +2093,18 @@ struct ImFont // Members: Cold ~28/40 bytes ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into - ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 8 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + float Ascent, Descent; // 8 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API void ClearOutputData(); - IMGUI_API void BuildLookupTable(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; - IMGUI_API void SetFallbackChar(ImWchar c); float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } @@ -2119,10 +2116,13 @@ struct ImFont IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; - // [Internal] + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetFallbackChar(ImWchar c); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 2ce06d6c1..37cb0b9f9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2913,7 +2913,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (ImFontConfig* cfg = &font->ConfigData[config_i]) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { From 0236bc246fa0ddf9c139c6e5fe960d46f75bb1e0 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 13:25:23 +0100 Subject: [PATCH 012/687] Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap. (+1 squashed commits) Internals: Added GetScrollbarID(). (#1185) --- docs/CHANGELOG.txt | 2 ++ imgui_internal.h | 1 + imgui_widgets.cpp | 31 +++++++++++++++++++++++++------ 3 files changed, 28 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a895256ab..2c6574adf 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -61,6 +61,8 @@ Other Changes: - RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). - Window: When resizing from an edge, the border is more visible and better follow the rounded corners. - Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) +- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very + small window, as well as reducing visual noise/overlap. - ListBox: Better optimized when clipped / non-visible. - InputTextMultiline: Better optimized when clipped / non-visible. - Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to diff --git a/imgui_internal.h b/imgui_internal.h index f25d208e2..e2bbfbf15 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1464,6 +1464,7 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiLayoutType direction); + IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. // Widgets low-level behaviors diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 17dbeda4c..64ce6c485 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -710,6 +710,13 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; } +ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY"); +} + // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) @@ -722,8 +729,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) const bool horizontal = (direction == ImGuiLayoutType_Horizontal); const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); - + const ImGuiID id = GetScrollbarID(direction); + // Render background bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; @@ -734,9 +741,21 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); if (!horizontal) bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); - if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f) + + const float bb_height = bb.GetHeight(); + if (bb.GetWidth() <= 0.0f || bb_height <= 0.0f) return; + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + { + alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return; + } + const bool allow_interaction = (alpha >= 1.0f); + int window_rounding_corners; if (horizontal) window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); @@ -767,7 +786,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); float scroll_ratio = ImSaturate(scroll_v / scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - if (held && grab_h_norm < 1.0f) + if (held && allow_interaction && grab_h_norm < 1.0f) { float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; @@ -810,8 +829,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; } - // Render - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); + // Render grab + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); ImRect grab_rect; if (horizontal) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); From 8522a4bbea620a8e4d8753bd64e65ea113c713e6 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 13:42:14 +0100 Subject: [PATCH 013/687] Fixed Clang warning ("multi-line comment"). XCode also also "space between \ and carriage return". Perhaps it would work with 2 spaces? Adding a dot for now.. --- imstb_truetype.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imstb_truetype.h b/imstb_truetype.h index 95631323b..c1cdb1806 100644 --- a/imstb_truetype.h +++ b/imstb_truetype.h @@ -253,7 +253,7 @@ // Documentation & header file 520 LOC \___ 660 LOC documentation // Sample code 140 LOC / // Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \ +// Software rasterization 240 LOC \. // Curve tessellation 120 LOC \__ 550 LOC Bitmap creation // Bitmap management 100 LOC / // Baked bitmap interface 70 LOC / From 2206df9e7a092f15e7a5c552d4691c232fbf1007 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 14:00:30 +0100 Subject: [PATCH 014/687] Demo: Added Auto-Scroll option in Log/Console. Comments. Removed some ImColor() uses. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 +- imgui_demo.cpp | 85 +++++++++++++++++++++++++++++++++++----------- 3 files changed, 67 insertions(+), 21 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2c6574adf..b3e3b74e7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -76,6 +76,7 @@ Other Changes: - ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] - ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) - Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] - Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] diff --git a/imgui.cpp b/imgui.cpp index 7fdff284c..d55c3b1cd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9301,7 +9301,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (draw_list == ImGui::GetWindowDrawList()) { ImGui::SameLine(); - ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) ImGui::TreePop(); return; } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 37cb0b9f9..e3785d344 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1005,7 +1005,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Color/Picker Widgets")) { - static ImVec4 color = ImColor(114, 144, 154, 200); + static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f); static bool alpha_preview = true; static bool alpha_half_preview = false; @@ -3095,10 +3095,12 @@ struct ExampleAppConsole { char InputBuf[256]; ImVector Items; - bool ScrollToBottom; + ImVector Commands; ImVector History; int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. - ImVector Commands; + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; ExampleAppConsole() { @@ -3109,6 +3111,8 @@ struct ExampleAppConsole Commands.push_back("HISTORY"); Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. + AutoScroll = true; + ScrollToBottom = true; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() @@ -3142,7 +3146,8 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - ScrollToBottom = true; + if (AutoScroll) + ScrollToBottom = true; } void Draw(const char* title, bool* p_open) @@ -3168,7 +3173,7 @@ struct ExampleAppConsole // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); @@ -3177,10 +3182,20 @@ struct ExampleAppConsole ImGui::Separator(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0)); - static ImGuiTextFilter filter; - filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); - ImGui::PopStyleVar(); + // Options menu + if (ImGui::BeginPopup("Options")) + { + if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) + if (AutoScroll) + ScrollToBottom = true; + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui::Separator(); const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text @@ -3205,18 +3220,19 @@ struct ExampleAppConsole ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); - ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text); for (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; - if (!filter.PassFilter(item)) + if (!Filter.PassFilter(item)) continue; - ImVec4 col = col_default_text; - if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f); - else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f); - ImGui::PushStyleColor(ImGuiCol_Text, col); + + // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.) + bool pop_color = false; + if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; } + else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; } ImGui::TextUnformatted(item); - ImGui::PopStyleColor(); + if (pop_color) + ImGui::PopStyleColor(); } if (copy_to_clipboard) ImGui::LogFinish(); @@ -3283,6 +3299,9 @@ struct ExampleAppConsole { AddLog("Unknown command: '%s'\n", command_line); } + + // On commad input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; } static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks @@ -3411,10 +3430,12 @@ struct ExampleAppLog ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines + bool AutoScroll; bool ScrollToBottom; ExampleAppLog() { + AutoScroll = true; ScrollToBottom = false; Clear(); } @@ -3436,7 +3457,8 @@ struct ExampleAppLog for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); - ScrollToBottom = true; + if (AutoScroll) + ScrollToBottom = true; } void Draw(const char* title, bool* p_open = NULL) @@ -3446,13 +3468,31 @@ struct ExampleAppLog ImGui::End(); return; } - if (ImGui::Button("Clear")) Clear(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) + if (AutoScroll) + ScrollToBottom = true; + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); ImGui::SameLine(); bool copy = ImGui::Button("Copy"); ImGui::SameLine(); Filter.Draw("Filter", -100.0f); + ImGui::Separator(); ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar); + + if (clear) + Clear(); if (copy) ImGui::LogToClipboard(); @@ -3461,6 +3501,10 @@ struct ExampleAppLog const char* buf_end = Buf.end(); if (Filter.IsActive()) { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of search/filter. + // especially if the filtering function is not trivial (e.g. reg-exp). for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { const char* line_start = buf + LineOffsets[line_no]; @@ -3508,11 +3552,12 @@ static void ShowExampleAppLog(bool* p_open) { static ExampleAppLog log; - // For the demo: add a debug button before the normal log window contents + // For the demo: add a debug button _BEFORE_ the normal log window contents // We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window. + // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); - if (ImGui::SmallButton("Add 5 entries")) + if (ImGui::SmallButton("[Debug] Add 5 entries")) { static int counter = 0; for (int n = 0; n < 5; n++) From 3c07ec6a6126fb6b98523a9685d1f0f78ca3c40c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 17:14:29 +0100 Subject: [PATCH 015/687] Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). Causing too many subtle side-effect, e.g. IsNavInputPressed() would return true multiple times in a row. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 9 +++++---- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b3e3b74e7..d270ecdd9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Breaking Changes: - Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). +- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). + If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! Other Changes: - Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] diff --git a/imgui.cpp b/imgui.cpp index d55c3b1cd..afc6458d2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -364,6 +364,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). @@ -3364,12 +3365,12 @@ void ImGui::NewFrame() // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); - IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); From 93d117980565a3f72f23bc3bfd7178ff8138c5c3 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 18:55:08 +0100 Subject: [PATCH 016/687] Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency. Added more link to nothing's oversample document. Spacing bits. --- examples/imgui_impl_glfw.cpp | 70 +++++++++++++++++++---------------- examples/imgui_impl_win32.cpp | 4 +- imgui_draw.cpp | 2 +- imgui_internal.h | 14 +++---- misc/fonts/README.txt | 7 +++- 5 files changed, 53 insertions(+), 44 deletions(-) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 5f123c884..d5c0b13b8 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -265,6 +265,43 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() } } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +} + void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); @@ -287,36 +324,5 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateMouseCursor(); // Gamepad navigation mapping - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - } + ImGui_ImplGlfw_UpdateGamepads(); } diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 83c20c05c..4690f3e78 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -150,7 +150,7 @@ static void ImGui_ImplWin32_UpdateMousePos() #endif // Gamepad navigation mapping -void ImGui_ImplWin32_UpdateGameControllers() +static void ImGui_ImplWin32_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); @@ -231,7 +231,7 @@ void ImGui_ImplWin32_NewFrame() } // Update game controllers (if available) - ImGui_ImplWin32_UpdateGameControllers(); + ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 8ebc36c32..ab79be9a7 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1361,7 +1361,7 @@ ImFontConfig::ImFontConfig() FontDataOwnedByAtlas = true; FontNo = 0; SizePixels = 0.0f; - OversampleH = 3; + OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; PixelSnapH = false; GlyphExtraSpacing = ImVec2(0.0f, 0.0f); diff --git a/imgui_internal.h b/imgui_internal.h index e2bbfbf15..48a8b0a4c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -349,13 +349,13 @@ enum ImGuiSeparatorFlags_ // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_Default_ = 0 + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_Default_ = 0 }; // Storage for LastItem data diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index fd4ed1bf5..a69bc19f2 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -25,7 +25,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui " - Building Custom Glyph Ranges - Embedding Fonts in Source Code - Credits/Licences for fonts included in this folder -- Links, Other fonts +- Fonts Links --------------------------------------- @@ -106,11 +106,14 @@ Load .TTF/.OTF file with: For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally): ImFontConfig config; - config.OversampleH = 3; + config.OversampleH = 2; config.OversampleV = 1; config.GlyphExtraSpacing.x = 1.0f; ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); +Read about oversampling here: + https://github.com/nothings/stb/blob/master/tests/oversample + If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles. In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you From b277cfffc846976f15579ec5cca20cce3d76e6db Mon Sep 17 00:00:00 2001 From: haldean Date: Wed, 13 Feb 2019 14:56:21 -0800 Subject: [PATCH 017/687] Selectable: add support for specifying text alignment on selectables (#2347) Adds a style variable to Selectable that allows clients to specify the text alignment within Selectables, adds a section in the demo to demonstrate selectable text alignment, and a pair of sliders in the style editor to change selectable alignment on the fly. In terms of implementation, this one is extremely simple: Selectable was already calling an API that supports text alignment, but had hard-coded it to top-left. This changes that to just pass the style variable straight through to RenderTextClipped. Backwards-compatibility is preserved by defaulting the text_align parameter to (0, 0), i.e., top-left. This also fixes a bug with selectable text rendering that caused right-aligned text in a selectable to be clipped incorrectly, because the wrong clipping rectangle was being used. --- imgui.cpp | 46 ++++++++++++++++++++++++---------------------- imgui.h | 2 ++ imgui_demo.cpp | 20 ++++++++++++++++++++ imgui_widgets.cpp | 2 +- 4 files changed, 47 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index afc6458d2..19cb784aa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1109,6 +1109,7 @@ ImGuiStyle::ImGuiStyle() AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + SelectableTextAlign = ImVec2(0,0); // Alignment of selectable text when button is larger than text. // Default theme ImGui::StyleColorsDark(this); @@ -5794,28 +5795,29 @@ struct ImGuiStyleVarInfo static const ImGuiStyleVarInfo GStyleVarInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) diff --git a/imgui.h b/imgui.h index e83ac23c5..6073c6e24 100644 --- a/imgui.h +++ b/imgui.h @@ -1082,6 +1082,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT // Obsolete names (will be removed) @@ -1263,6 +1264,7 @@ struct ImGuiStyle bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0,0) for top-left alignment. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e3785d344..c2c3726c1 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -893,6 +893,25 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + if (ImGui::TreeNode("Alignment")) + { + static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; + static char name[16]; + for (int i = 0; i < 3; i++) + { + for (int j = 0; j < 3; j++) + { + float x = (float) i / 2.f; + float y = (float) j / 2.f; + snprintf(name, IM_ARRAYSIZE(name), "(%.1f,%.1f)", x, y); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(x, y)); + ImGui::Selectable(name, &selected[3*i+j], 0, ImVec2(70,70)); + ImGui::PopStyleVar(); + if (j != 2) ImGui::SameLine(); + } + } + ImGui::TreePop(); + } ImGui::TreePop(); } @@ -2825,6 +2844,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 64ce6c485..ee18ea906 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5100,7 +5100,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f)); + RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups From 76dbff37cd9ae5ca10c76c508a5d26864954c4f2 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Feb 2019 20:29:50 +0100 Subject: [PATCH 018/687] Selectable: Tweaks for #2347 (demo, changelog, member position) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 2 +- imgui.h | 4 ++-- imgui_demo.cpp | 26 ++++++++++++++------------ 4 files changed, 19 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d270ecdd9..78f99aaef 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Breaking Changes: If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! Other Changes: + - Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] - ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming @@ -58,6 +59,7 @@ Other Changes: - Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. - Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. - Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. +- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean] - Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) - RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). diff --git a/imgui.cpp b/imgui.cpp index 19cb784aa..f1b626dcc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1103,13 +1103,13 @@ ImGuiStyle::ImGuiStyle() TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - SelectableTextAlign = ImVec2(0,0); // Alignment of selectable text when button is larger than text. // Default theme ImGui::StyleColorsDark(this); diff --git a/imgui.h b/imgui.h index 6073c6e24..c677d25a9 100644 --- a/imgui.h +++ b/imgui.h @@ -1257,14 +1257,14 @@ struct ImGuiStyle float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0,0) for top-left alignment. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c2c3726c1..8618a9ee7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -62,7 +62,6 @@ Index of this file: #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#define vsnprintf _vsnprintf #endif #ifdef __clang__ #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. @@ -70,6 +69,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 #endif @@ -91,9 +91,11 @@ Index of this file: // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. #ifdef _WIN32 -#define IM_NEWLINE "\r\n" +#define IM_NEWLINE "\r\n" +#define snprintf _snprintf +#define vsnprintf _vsnprintf #else -#define IM_NEWLINE "\n" +#define IM_NEWLINE "\n" #endif #define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) @@ -895,19 +897,19 @@ static void ShowDemoWindowWidgets() } if (ImGui::TreeNode("Alignment")) { + ShowHelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()."); static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; - static char name[16]; - for (int i = 0; i < 3; i++) + for (int y = 0; y < 3; y++) { - for (int j = 0; j < 3; j++) + for (int x = 0; x < 3; x++) { - float x = (float) i / 2.f; - float y = (float) j / 2.f; - snprintf(name, IM_ARRAYSIZE(name), "(%.1f,%.1f)", x, y); - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(x, y)); - ImGui::Selectable(name, &selected[3*i+j], 0, ImVec2(70,70)); + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80)); ImGui::PopStyleVar(); - if (j != 2) ImGui::SameLine(); } } ImGui::TreePop(); From f977871854af941289f2a9090dcc90f7aa3449a8 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Feb 2019 13:10:22 +0100 Subject: [PATCH 019/687] ImFont: Minor adjustment to the structure. Examples: Removed unused variable. --- examples/example_apple_opengl2/main.mm | 1 - imgui.h | 16 ++++++++-------- 2 files changed, 8 insertions(+), 9 deletions(-) diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index 0d92da50b..2c4622f1c 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -91,7 +91,6 @@ ImGui::Render(); [[self openGLContext] makeCurrentContext]; - ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = ImGui::GetDrawData(); GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); diff --git a/imgui.h b/imgui.h index c677d25a9..b8be76211 100644 --- a/imgui.h +++ b/imgui.h @@ -2081,26 +2081,26 @@ struct ImFontAtlas // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { - // Members: Hot ~24/32 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12/16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). - float FontSize; // 4 // in // // Height of characters, set during loading (don't change after loading) + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // // All glyphs. - ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels - // Members: Cold ~28/40 bytes + // Members: Cold ~32/40 bytes ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - bool DirtyLookupTables; // 1 // out // + ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 8 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // // Methods IMGUI_API ImFont(); From dd14adc73166d6089b08f25f622f479a7d1980fe Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 16 Feb 2019 12:27:46 +0100 Subject: [PATCH 020/687] Examples: Vulkan: Support draw_data->FramebufferScale correctly matching a79785c for on Metal/GL2/GL3. (#2306, #1676) --- docs/CHANGELOG.txt | 4 ++-- examples/imgui_impl_vulkan.cpp | 27 +++++++++++++++++++-------- 2 files changed, 21 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 78f99aaef..93d094cba 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -81,8 +81,8 @@ Other Changes: - ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) - Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] - Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] -- Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when - the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, +- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) + when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. - Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 15c32b2e2..c60c23c25 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. // 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings. @@ -266,8 +267,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkViewport viewport; viewport.x = 0; viewport.y = 0; - viewport.width = draw_data->DisplaySize.x; - viewport.height = draw_data->DisplaySize.y; + viewport.width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + viewport.height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; vkCmdSetViewport(command_buffer, 0, 1, &viewport); @@ -286,10 +287,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); } - // Render the command lists: + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists int vtx_offset = 0; int idx_offset = 0; - ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -302,13 +306,20 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm } else { + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + // Apply scissor/clipping rectangle // FIXME: We could clamp width/height based on clamped min/max values. VkRect2D scissor; - scissor.offset.x = (int32_t)(pcmd->ClipRect.x - clip_off.x) > 0 ? (int32_t)(pcmd->ClipRect.x - clip_off.x) : 0; - scissor.offset.y = (int32_t)(pcmd->ClipRect.y - clip_off.y) > 0 ? (int32_t)(pcmd->ClipRect.y - clip_off.y) : 0; - scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x); - scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here? + scissor.offset.x = ((int32_t)clip_rect.x > 0) ? (int32_t)(clip_rect.x) : 0; + scissor.offset.y = ((int32_t)clip_rect.y > 0) ? (int32_t)(clip_rect.y) : 0; + scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x); + scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y + 1); // FIXME: Why +1 here? vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Draw From d972533d0973b0057beed3799a4985e4a4cc4260 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 16 Feb 2019 12:33:38 +0100 Subject: [PATCH 021/687] Examples: Vulkan: Rewrote scissor processing to match other examples more closely. Removed extraneous +1 of scissor extent height. --- examples/imgui_impl_vulkan.cpp | 33 +++++++++++++++++++-------------- 1 file changed, 19 insertions(+), 14 deletions(-) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index c60c23c25..eabc49ea5 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -203,10 +203,13 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer) { - VkResult err; - if (draw_data->TotalVtxCount == 0) + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0) return; + VkResult err; FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; @@ -267,8 +270,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkViewport viewport; viewport.x = 0; viewport.y = 0; - viewport.width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; - viewport.height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; vkCmdSetViewport(command_buffer, 0, 1, &viewport); @@ -313,17 +316,19 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; - // Apply scissor/clipping rectangle - // FIXME: We could clamp width/height based on clamped min/max values. - VkRect2D scissor; - scissor.offset.x = ((int32_t)clip_rect.x > 0) ? (int32_t)(clip_rect.x) : 0; - scissor.offset.y = ((int32_t)clip_rect.y > 0) ? (int32_t)(clip_rect.y) : 0; - scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x); - scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y + 1); // FIXME: Why +1 here? - vkCmdSetScissor(command_buffer, 0, 1, &scissor); + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) + { + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_rect.x); + scissor.offset.y = (int32_t)(clip_rect.y); + scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x); + scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); - // Draw - vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + } } idx_offset += pcmd->ElemCount; } From db40699990928b95584dbab953a2b1a179f48f7e Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 18 Feb 2019 12:08:19 +0100 Subject: [PATCH 022/687] imgui_freeetype: Updated suggested test code. --- misc/freetype/README.md | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/misc/freetype/README.md b/misc/freetype/README.md index 156e65110..4c53cd9cc 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -67,6 +67,7 @@ struct FreeTypeTest FontBuildMode BuildMode; bool WantRebuild; float FontsMultiply; + int FontsPadding; unsigned int FontsFlags; FreeTypeTest() @@ -74,6 +75,7 @@ struct FreeTypeTest BuildMode = FontBuildMode_FreeType; WantRebuild = true; FontsMultiply = 1.0f; + FontsPadding = 1; FontsFlags = 0; } @@ -85,8 +87,10 @@ struct FreeTypeTest ImGuiIO& io = ImGui::GetIO(); for (int n = 0; n < io.Fonts->Fonts.Size; n++) { - io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply; - io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; + ImFontConfig* font_config = (ImFontConfig*)io.Fonts->Fonts[n]->ConfigData; + io.Fonts->TexGlyphPadding = FontsPadding; + font_config->RasterizerMultiply = FontsMultiply; + font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; } if (BuildMode == FontBuildMode_FreeType) ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags); @@ -105,6 +109,7 @@ struct FreeTypeTest ImGui::SameLine(); WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb); WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f); + WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16); if (BuildMode == FontBuildMode_FreeType) { WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting); From f5bf6e38d22b962bf465621bd4d46068f18eb12c Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 18 Feb 2019 12:11:46 +0100 Subject: [PATCH 023/687] Font: Fixed assert when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) --- docs/CHANGELOG.txt | 1 + imgui_draw.cpp | 8 +++----- misc/freetype/imgui_freetype.cpp | 8 +++----- 3 files changed, 7 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 93d094cba..1d49b4c0a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -73,6 +73,7 @@ Other Changes: calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) [@SlNPacifist] +- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) - ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery] - ImGuiTextBuffer: Added append() function (unformatted). diff --git a/imgui_draw.cpp b/imgui_draw.cpp index ab79be9a7..7c513f6fc 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1840,15 +1840,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); - if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty()) + if (dst_tmp.GlyphsSet.Storage.empty()) dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { - if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; @@ -1857,8 +1856,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; src_tmp.GlyphsSet.SetBit(codepoint, true); - if (dst_tmp.SrcCount > 1) - dst_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); total_glyphs_count++; } } diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index f75236447..012eae75c 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -336,15 +336,14 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); - if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty()) + if (dst_tmp.GlyphsSet.Storage.empty()) dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { - if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) continue; uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) if (glyph_index == 0) @@ -354,8 +353,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; src_tmp.GlyphsSet.SetBit(codepoint, true); - if (dst_tmp.SrcCount > 1) - dst_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); total_glyphs_count++; } } From 3c15dffc944419eb4bb17984548468270ca90486 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Feb 2019 12:17:28 +0100 Subject: [PATCH 024/687] Version 1.68 --- docs/CHANGELOG.txt | 6 +++--- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 7 files changed, 11 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1d49b4c0a..350752fb2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,7 +30,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.68 (In progress) + VERSION 1.68 (Released 2019-02-19) ----------------------------------------------------------------------- Breaking Changes: @@ -47,12 +47,12 @@ Other Changes: multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) +- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions + which are useful to implement variety of undo patterns. (#820, #956, #1875) - InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] - InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) - InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) The way the redo/undo buffers work would have made it generally unnoticeable to the user. -- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions - which are useful to implement variety of undo patterns. (#820, #956, #1875) - Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. - Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) - Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) diff --git a/imgui.cpp b/imgui.cpp index f1b626dcc..da0b068d8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index b8be76211..3cd00a354 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (headers) // See imgui.cpp file for documentation. @@ -45,8 +45,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.68 WIP" -#define IMGUI_VERSION_NUM 16800 +#define IMGUI_VERSION "1.68" +#define IMGUI_VERSION_NUM 16801 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8618a9ee7..d2fa3a3b0 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 7c513f6fc..075ea0d25 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 48a8b0a4c..e5b65040c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ee18ea906..2ac389c10 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.68 // (widgets code) /* From 77833003ffb69f4cb769eebccd3c1a89f0c1c337 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Feb 2019 17:32:14 +0100 Subject: [PATCH 025/687] Fixed unused argument warning when compiling with IM_ASERT() evaluating to an empty macro. --- imgui_widgets.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2ac389c10..f48a55bc3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2616,6 +2616,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // FIXME: Facilitate using this in variety of other situations. bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) { + IM_UNUSED(id); ImGuiContext& g = *GImGui; // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id. From d0c98bf8805bb04782dff84ead37a38c220cbc7d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Feb 2019 20:13:06 +0100 Subject: [PATCH 026/687] Examples: VS: Made project paths independant of SolutionDir so they can be built aside from the solution. --- .../example_glfw_opengl2.vcxproj | 16 ++++++++-------- .../example_glfw_opengl3.vcxproj | 16 ++++++++-------- .../example_glfw_vulkan.vcxproj | 18 +++++++++--------- .../example_sdl_opengl2.vcxproj | 8 ++++---- .../example_sdl_opengl3.vcxproj | 8 ++++---- .../example_win32_directx9.vcxproj | 8 ++++---- 6 files changed, 37 insertions(+), 37 deletions(-) diff --git a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj index 73c7ba9db..7f6c2cbb2 100644 --- a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj +++ b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj @@ -85,11 +85,11 @@ Level4 Disabled - ..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories) true - $(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -99,11 +99,11 @@ Level4 Disabled - ..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories) true - $(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -115,14 +115,14 @@ MaxSpeed true true - ..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories) false true true true - $(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console @@ -135,14 +135,14 @@ MaxSpeed true true - ..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories) false true true true - $(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console diff --git a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj index 172a34d89..b80ca54e6 100644 --- a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj +++ b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj @@ -85,11 +85,11 @@ Level4 Disabled - ..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories) true - $(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -99,11 +99,11 @@ Level4 Disabled - ..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories) true - $(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -115,14 +115,14 @@ MaxSpeed true true - ..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories) false true true true - $(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console @@ -135,14 +135,14 @@ MaxSpeed true true - ..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories) false true true true - $(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + ..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) opengl32.lib;glfw3.lib;%(AdditionalDependencies) Console diff --git a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj index b0305e8f2..53e09a8c2 100644 --- a/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj +++ b/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj @@ -1,4 +1,4 @@ - + @@ -85,11 +85,11 @@ Level4 Disabled - ..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) true - %VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + %VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -99,11 +99,11 @@ Level4 Disabled - ..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) true - %VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + %VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -115,14 +115,14 @@ MaxSpeed true true - ..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) false true true true - %VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + %VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) Console @@ -135,14 +135,14 @@ MaxSpeed true true - ..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories) + ..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) false true true true - %VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + %VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) Console diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj index fa6b8d3af..bcc9de953 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj +++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj @@ -85,7 +85,7 @@ Level4 Disabled - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) true @@ -99,7 +99,7 @@ Level4 Disabled - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) true @@ -115,7 +115,7 @@ MaxSpeed true true - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) false @@ -135,7 +135,7 @@ MaxSpeed true true - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) false diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj index 9fda18971..2bc265b0f 100644 --- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj +++ b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj @@ -85,7 +85,7 @@ Level4 Disabled - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories) true @@ -99,7 +99,7 @@ Level4 Disabled - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories) true @@ -115,7 +115,7 @@ MaxSpeed true true - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories) false @@ -135,7 +135,7 @@ MaxSpeed true true - ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + ..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories) false diff --git a/examples/example_win32_directx9/example_win32_directx9.vcxproj b/examples/example_win32_directx9/example_win32_directx9.vcxproj index 08f21c875..b1c40c278 100644 --- a/examples/example_win32_directx9/example_win32_directx9.vcxproj +++ b/examples/example_win32_directx9/example_win32_directx9.vcxproj @@ -85,7 +85,7 @@ true - $(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) d3d9.lib;%(AdditionalDependencies) Console @@ -98,7 +98,7 @@ true - $(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) d3d9.lib;%(AdditionalDependencies) Console @@ -116,7 +116,7 @@ true true true - $(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) d3d9.lib;%(AdditionalDependencies) Console @@ -134,7 +134,7 @@ true true true - $(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) d3d9.lib;%(AdditionalDependencies) Console From 91cc32379dc28907e068d6c97cb562706c510d8b Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Feb 2019 20:27:47 +0100 Subject: [PATCH 027/687] Updated binaries (now auto-generated by a script! next step would be to slowly transition all this stuff into a public repo) --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index d1c1c272b..ebf7f9263 100644 --- a/docs/README.md +++ b/docs/README.md @@ -102,7 +102,7 @@ Demo Binaries ------------- You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables) +- [imgui-demo-binaries-20190219.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables) The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. From 93b06e6e7c7295c442c464ebec8d4b0c344b0d28 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Feb 2019 23:39:44 +0100 Subject: [PATCH 028/687] Internal: Changed Scrollbar() signature. Using GetScrollbarID() in InputTextMultiline(). Removed multiple semi-colons (#2368) --- imgui.cpp | 8 ++++---- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 21 ++++++++++----------- 3 files changed, 16 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index da0b068d8..d04fe1ac3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5265,9 +5265,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Scrollbars if (window->ScrollbarX) - Scrollbar(ImGuiLayoutType_Horizontal); + Scrollbar(ImGuiAxis_X); if (window->ScrollbarY) - Scrollbar(ImGuiLayoutType_Vertical); + Scrollbar(ImGuiAxis_Y); // Render resize grips (after their input handling so we don't have a frame of latency) if (!(flags & ImGuiWindowFlags_NoResize)) @@ -6528,13 +6528,13 @@ ImGuiID ImGui::GetID(const void* ptr_id) bool ImGui::IsRectVisible(const ImVec2& size) { - ImGuiWindow* window = GImGui->CurrentWindow;; + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); } bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) { - ImGuiWindow* window = GImGui->CurrentWindow;; + ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } diff --git a/imgui_internal.h b/imgui_internal.h index e5b65040c..4ebbaa813 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1463,8 +1463,8 @@ namespace ImGui IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); - IMGUI_API void Scrollbar(ImGuiLayoutType direction); - IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. // Widgets low-level behaviors diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f48a55bc3..943a2792c 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -710,11 +710,9 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; } -ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction) +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY"); + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Vertical/Horizontal scrollbar @@ -722,15 +720,16 @@ ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -void ImGui::Scrollbar(ImGuiLayoutType direction) +void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const bool horizontal = (direction == ImGuiLayoutType_Horizontal); + const bool horizontal = (axis == ImGuiAxis_X); const ImGuiStyle& style = g.Style; - const ImGuiID id = GetScrollbarID(direction); - + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + // Render background bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; @@ -748,7 +747,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) float alpha = 1.0f; - if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) { alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); if (alpha <= 0.0f) @@ -3210,7 +3209,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); + const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); bool clear_active_id = false; @@ -3622,7 +3621,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); + const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y)); if (g.ActiveId == id || is_currently_scrolling) { edit_state.CursorAnim += io.DeltaTime; From 257f5d204e411ea49e2eac04603451f87fe8eb8f Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 00:11:36 +0100 Subject: [PATCH 029/687] Version 1.69 WIP --- docs/CHANGELOG.txt | 5 +++++ imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 7 files changed, 13 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 350752fb2..e2119884a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,11 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.69 (In Progress) +----------------------------------------------------------------------- + + ----------------------------------------------------------------------- VERSION 1.68 (Released 2019-02-19) ----------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index d04fe1ac3..19dfb9832 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 3cd00a354..e109f3a4c 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (headers) // See imgui.cpp file for documentation. @@ -45,8 +45,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.68" -#define IMGUI_VERSION_NUM 16801 +#define IMGUI_VERSION "1.69 WIP" +#define IMGUI_VERSION_NUM 16899 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index d2fa3a3b0..560224f16 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 075ea0d25..054802669 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 4ebbaa813..b5d72ae81 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 943a2792c..327e3d833 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 +// dear imgui, v1.69 WIP // (widgets code) /* From 7c51cba74f4a871c502cf291bc0d134cf41e3bd4 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 00:20:11 +0100 Subject: [PATCH 030/687] InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) --- docs/CHANGELOG.txt | 6 ++++++ imgui_widgets.cpp | 5 ++++- 2 files changed, 10 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e2119884a..166645184 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,12 @@ HOW TO UPDATE? VERSION 1.69 (In Progress) ----------------------------------------------------------------------- +Other Changes: + +- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when + style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are + meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) + ----------------------------------------------------------------------- VERSION 1.68 (Released 2019-02-19) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 327e3d833..1fb7dd6db 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2648,7 +2648,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p return false; ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + ImGuiStyle& style = g.Style; IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) @@ -2674,6 +2674,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p PopItemWidth(); // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) button_flags |= ImGuiButtonFlags_Disabled; @@ -2691,6 +2693,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p } SameLine(0, style.ItemInnerSpacing.x); TextUnformatted(label, FindRenderedTextEnd(label)); + style.FramePadding = backup_frame_padding; PopID(); EndGroup(); From 782b747a17299ec9018257d0671d472d4cbdf355 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 00:40:09 +0100 Subject: [PATCH 031/687] InputText: Renamed some local variables to clarify code. Should be a no-op functionality wise. TODO items. --- docs/TODO.txt | 7 +++++-- imgui_widgets.cpp | 12 +++++++----- 2 files changed, 12 insertions(+), 7 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 114bd995f..01b547161 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -72,8 +72,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - - input text: what's the easiest way to implement a nice IP/Mac address input editor? - - input text: Global callback system so user can plug in an expression evaluator easily. + - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: global callback system so user can plug in an expression evaluator easily. + - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. + - input text: a way for the user to provide syntax coloring. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1fb7dd6db..57cd25a3f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3212,13 +3212,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_scroll_finish = is_multiline && edit_state.ID == id && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && edit_state.ID == id && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); - if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) + if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start) { if (g.ActiveId != id) { @@ -3624,9 +3625,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y)); - if (g.ActiveId == id || is_currently_scrolling) + if (g.ActiveId == id || user_scroll_active) { + // Animate cursor edit_state.CursorAnim += io.DeltaTime; // This is going to be messy. We need to: @@ -3707,7 +3708,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - size.y >= scroll_y) scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; render_pos.y = draw_window->DC.CursorPos.y; } @@ -3751,6 +3752,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. const int buf_display_len = edit_state.CurLenA; if (is_multiline || buf_display_len < buf_display_max_length) draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); From 2068dd509c6599d0b4339d610e6e68eaa9b0d61e Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 14:31:19 +0100 Subject: [PATCH 032/687] Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_opengl3.cpp | 5 +++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 166645184..199882b97 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,8 @@ Other Changes: - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN + even if the OpenGL headers/loader happens to define the value. (#2366, #2186) ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index bd8c94e64..9a53d3c65 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -11,10 +11,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT). +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. @@ -169,7 +170,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); bool clip_origin_lower_left = true; -#ifdef GL_CLIP_ORIGIN +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) if (last_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false; From 79f7778e48fb262b3c8cd52a97bbdd91533ec459 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 15:10:23 +0100 Subject: [PATCH 033/687] Moved binaries to dearimgui.org/binaries --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index ebf7f9263..7e041181f 100644 --- a/docs/README.md +++ b/docs/README.md @@ -102,7 +102,7 @@ Demo Binaries ------------- You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20190219.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables) +- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables) The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. From 677e64e71eba79a74496ac1aae40f180aa936213 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Feb 2019 21:25:17 +0100 Subject: [PATCH 034/687] Internal: InputText: Comments. Renamed internal member. Renamed ImGuiStb->ImStb. --- imgui_draw.cpp | 4 ++-- imgui_internal.h | 20 +++++++++--------- imgui_widgets.cpp | 53 ++++++++++++++++++++++++----------------------- 3 files changed, 39 insertions(+), 38 deletions(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 054802669..37e8ff519 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -83,7 +83,7 @@ Index of this file: //------------------------------------------------------------------------- // Compile time options: -//#define IMGUI_STB_NAMESPACE ImGuiStb +//#define IMGUI_STB_NAMESPACE ImStb //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION @@ -163,7 +163,7 @@ namespace IMGUI_STB_NAMESPACE #endif #ifdef IMGUI_STB_NAMESPACE -} // namespace ImGuiStb +} // namespace ImStb using namespace IMGUI_STB_NAMESPACE; #endif diff --git a/imgui_internal.h b/imgui_internal.h index b5d72ae81..ac36ba613 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -96,7 +96,7 @@ typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: // STB libraries includes //------------------------------------------------------------------------- -namespace ImGuiStb +namespace ImStb { #undef STB_TEXTEDIT_STRING @@ -106,7 +106,7 @@ namespace ImGuiStb #define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f #include "imstb_textedit.h" -} // namespace ImGuiStb +} // namespace ImStb //----------------------------------------------------------------------------- // Context pointer @@ -567,10 +567,10 @@ struct IMGUI_API ImGuiInputTextState int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. int BufCapacityA; // end-user buffer capacity float ScrollX; - ImGuiStb::STB_TexteditState StbState; - float CursorAnim; - bool CursorFollow; - bool SelectedAllMouseLock; + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection // Temporarily set when active ImGuiInputTextFlags UserFlags; @@ -579,10 +579,10 @@ struct IMGUI_API ImGuiInputTextState ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } - bool HasSelection() const { return StbState.select_start != StbState.select_end; } - void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } - void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = 0; } + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 57cd25a3f..86fa6d1be 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2898,7 +2898,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) -namespace ImGuiStb +namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } @@ -3001,7 +3001,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &StbState, key); + stb_textedit_key(this, &Stb, key); CursorFollow = true; CursorAnimReset(); } @@ -3249,12 +3249,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { edit_state.ID = id; edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.StbState, !is_multiline); + stb_textedit_initialize_state(&edit_state.Stb, !is_multiline); if (!is_multiline && focus_requested_by_code) select_all = true; } if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - edit_state.StbState.insert_mode = 1; + edit_state.Stb.insert_mode = 1; if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) select_all = true; } @@ -3318,13 +3318,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { if (hovered) { - stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); + stb_textedit_click(&edit_state, &edit_state.Stb, mouse_x, mouse_y); edit_state.CursorAnimReset(); } } else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y); + stb_textedit_drag(&edit_state, &edit_state.Stb, mouse_x, mouse_y); edit_state.CursorAnimReset(); edit_state.CursorFollow = true; } @@ -3424,8 +3424,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Cut, Copy if (io.SetClipboardTextFn) { - const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; - const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW; + const int ib = edit_state.HasSelection() ? ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end) : 0; + const int ie = edit_state.HasSelection() ? ImMax(edit_state.Stb.select_start, edit_state.Stb.select_end) : edit_state.CurLenW; edit_state.TempBuffer.resize((ie-ib) * 4 + 1); ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); SetClipboardText(edit_state.TempBuffer.Data); @@ -3435,7 +3435,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (!edit_state.HasSelection()) edit_state.SelectAll(); edit_state.CursorFollow = true; - stb_textedit_cut(&edit_state, &edit_state.StbState); + stb_textedit_cut(&edit_state, &edit_state.Stb); } } else if (is_paste) @@ -3459,7 +3459,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len); + stb_textedit_paste(&edit_state, &edit_state.Stb, clipboard_filtered, clipboard_filtered_len); edit_state.CursorFollow = true; } MemFree(clipboard_filtered); @@ -3538,9 +3538,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) ImWchar* text = edit_state.TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end); + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.select_end); // Call user code callback(&callback_data); @@ -3549,9 +3549,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { edit_state.Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (callback_data.BufDirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! @@ -3607,15 +3607,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (clear_active_id && g.ActiveId == id) ClearActiveID(); - // Render - // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL; - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; + // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. + const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; + buf = NULL; + + // Render if (!is_multiline) { RenderNavHighlight(frame_bb, id); @@ -3642,13 +3643,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + edit_state.StbState.cursor; + searches_input_ptr[0] = text_begin + edit_state.Stb.cursor; searches_input_ptr[1] = NULL; int searches_remaining = 1; int searches_result_line_number[2] = { -1, -999 }; - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + if (edit_state.Stb.select_start != edit_state.Stb.select_end) { - searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); + searches_input_ptr[1] = text_begin + ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end); searches_result_line_number[1] = -1; searches_remaining++; } @@ -3717,10 +3718,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); // Draw selection - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + if (edit_state.Stb.select_start != edit_state.Stb.select_end) { - const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end); + const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(edit_state.Stb.select_start, edit_state.Stb.select_end); float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; From 2e9a175057fa9e983332aa5b0683203b5bb42317 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 12:24:50 +0100 Subject: [PATCH 035/687] Internal: InputText: Refactor to clarify access pattern to the InputTextState (we are now accessing via a pointer which can be NULL, shortened its name while we are at it) + added an assert to track an issue that existed already before. --- imgui_widgets.cpp | 243 ++++++++++++++++++++++++---------------------- 1 file changed, 128 insertions(+), 115 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 86fa6d1be..4598194f4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3205,7 +3205,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState& edit_state = g.InputTextState; + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); @@ -3213,8 +3215,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); - const bool user_scroll_finish = is_multiline && edit_state.ID == id && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && edit_state.ID == id && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; @@ -3223,41 +3225,46 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { if (g.ActiveId != id) { + // Access state even if we don't own it yet. + state = &g.InputTextState; + // Start edition // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int prev_len_w = edit_state.CurLenW; + const int prev_len_w = state->CurLenW; const int init_buf_len = (int)strlen(buf); - edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1); + state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. + state->InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. + memcpy(state->InitialText.Data, buf, init_buf_len + 1); const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - edit_state.CursorAnimReset(); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + state->CursorAnimReset(); // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW); + const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - edit_state.CursorClamp(); + state->CursorClamp(); } else { - edit_state.ID = id; - edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.Stb, !is_multiline); + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); if (!is_multiline && focus_requested_by_code) select_all = true; } if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - edit_state.Stb.insert_mode = 1; + state->Stb.insert_mode = 1; if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) select_all = true; } + + IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); @@ -3277,21 +3284,22 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.ActiveId == id) { + IM_ASSERT(state != NULL); if (!is_editable && !g.ActiveIdIsJustActivated) { // When read-only we always use the live data passed to the function - edit_state.TextW.resize(buf_size+1); const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); - edit_state.CursorClamp(); + state->TextW.resize(buf_size+1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); } - backup_current_text_length = edit_state.CurLenA; - edit_state.BufCapacityA = buf_size; - edit_state.UserFlags = flags; - edit_state.UserCallback = callback; - edit_state.UserCallbackData = callback_user_data; + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. @@ -3299,37 +3307,37 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 g.WantTextInputNextFrame = 1; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) { - edit_state.SelectAll(); - edit_state.SelectedAllMouseLock = true; + state->SelectAll(); + state->SelectedAllMouseLock = true; } else if (hovered && is_osx && io.MouseDoubleClicked[0]) { // Double-click select a word only, OS X style (by simulating keystrokes) - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); } - else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { if (hovered) { - stb_textedit_click(&edit_state, &edit_state.Stb, mouse_x, mouse_y); - edit_state.CursorAnimReset(); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); } } - else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(&edit_state, &edit_state.Stb, mouse_x, mouse_y); - edit_state.CursorAnimReset(); - edit_state.CursorFollow = true; + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; } - if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) - edit_state.SelectedAllMouseLock = false; + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; if (io.InputQueueCharacters.Size > 0) { @@ -3342,7 +3350,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } // Consume characters @@ -3354,6 +3362,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { // Handle key-presses + IM_ASSERT(state != NULL); const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl @@ -3363,27 +3372,29 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) { - if (!edit_state.HasSelection()) + if (!state->HasSelection()) { - if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); } - edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Enter)) { @@ -3396,14 +3407,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } } else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } else if (IsKeyPressedMap(ImGuiKey_Escape)) { @@ -3411,31 +3422,31 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } else if (is_undo || is_redo) { - edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - edit_state.ClearSelection(); + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); } else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) { - edit_state.SelectAll(); - edit_state.CursorFollow = true; + state->SelectAll(); + state->CursorFollow = true; } else if (is_cut || is_copy) { // Cut, Copy if (io.SetClipboardTextFn) { - const int ib = edit_state.HasSelection() ? ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end) : 0; - const int ie = edit_state.HasSelection() ? ImMax(edit_state.Stb.select_start, edit_state.Stb.select_end) : edit_state.CurLenW; - edit_state.TempBuffer.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); - SetClipboardText(edit_state.TempBuffer.Data); + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + state->TempBuffer.resize((ie-ib) * 4 + 1); + ImTextStrToUtf8(state->TempBuffer.Data, state->TempBuffer.Size, state->TextW.Data+ib, state->TextW.Data+ie); + SetClipboardText(state->TempBuffer.Data); } if (is_cut) { - if (!edit_state.HasSelection()) - edit_state.SelectAll(); - edit_state.CursorFollow = true; - stb_textedit_cut(&edit_state, &edit_state.Stb); + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); } } else if (is_paste) @@ -3459,8 +3470,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(&edit_state, &edit_state.Stb, clipboard_filtered, clipboard_filtered_len); - edit_state.CursorFollow = true; + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; } MemFree(clipboard_filtered); } @@ -3469,15 +3480,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.ActiveId == id) { + IM_ASSERT(state != NULL); const char* apply_new_text = NULL; int apply_new_text_length = 0; if (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0) + if (is_editable && strcmp(buf, state->InitialText.Data) != 0) { - apply_new_text = edit_state.InitialText.Data; - apply_new_text_length = edit_state.InitialText.Size - 1; + apply_new_text = state->InitialText.Data; + apply_new_text_length = state->InitialText.Size - 1; } } @@ -3492,8 +3504,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. if (is_editable) { - edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL); + state->TempBuffer.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TempBuffer.Data, state->TempBuffer.Size, state->TextW.Data, NULL); } // User callback @@ -3531,44 +3543,44 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback_data.UserData = callback_user_data; callback_data.EventKey = event_key; - callback_data.Buf = edit_state.TempBuffer.Data; - callback_data.BufTextLen = edit_state.CurLenA; - callback_data.BufSize = edit_state.BufCapacityA; + callback_data.Buf = state->TempBuffer.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = edit_state.TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.Stb.select_end); + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); // Call user code callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); + IM_ASSERT(callback_data.Buf == state->TempBuffer.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { edit_state.Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (callback_data.BufDirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL); - edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - edit_state.CursorAnimReset(); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); } } } // Will copy result string if modified - if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0) + if (is_editable && strcmp(state->TempBuffer.Data, buf) != 0) { - apply_new_text = edit_state.TempBuffer.Data; - apply_new_text_length = edit_state.CurLenA; + apply_new_text = state->TempBuffer.Data; + apply_new_text_length = state->CurLenA; } } @@ -3598,9 +3610,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Clear temporary user storage - edit_state.UserFlags = 0; - edit_state.UserCallback = NULL; - edit_state.UserCallbackData = NULL; + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) @@ -3613,7 +3625,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const int buf_display_max_length = 2 * 1024 * 1024; // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; + const char* buf_display = (state != NULL && is_editable) ? state->TempBuffer.Data : buf; buf = NULL; // Render @@ -3629,7 +3641,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.ActiveId == id || user_scroll_active) { // Animate cursor - edit_state.CursorAnim += io.DeltaTime; + IM_ASSERT(state != NULL); + state->CursorAnim += io.DeltaTime; // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) @@ -3637,19 +3650,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = edit_state.TextW.Data; + const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + edit_state.Stb.cursor; + searches_input_ptr[0] = text_begin + state->Stb.cursor; searches_input_ptr[1] = NULL; int searches_remaining = 1; int searches_result_line_number[2] = { -1, -999 }; - if (edit_state.Stb.select_start != edit_state.Stb.select_end) + if (state->Stb.select_start != state->Stb.select_end) { - searches_input_ptr[1] = text_begin + ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end); + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); searches_result_line_number[1] = -1; searches_remaining++; } @@ -3685,20 +3698,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Scroll - if (edit_state.CursorFollow) + if (state->CursorFollow) { // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = size.x * 0.25f; - if (cursor_offset.x < edit_state.ScrollX) - edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= edit_state.ScrollX) - edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); } else { - edit_state.ScrollX = 0.0f; + state->ScrollX = 0.0f; } // Vertical scroll @@ -3714,14 +3727,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 render_pos.y = draw_window->DC.CursorPos.y; } } - edit_state.CursorFollow = false; - const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); + state->CursorFollow = false; + const ImVec2 render_scroll = ImVec2(state->ScrollX, 0.0f); // Draw selection - if (edit_state.Stb.select_start != edit_state.Stb.select_end) + if (state->Stb.select_start != state->Stb.select_end) { - const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.Stb.select_start, edit_state.Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(edit_state.Stb.select_start, edit_state.Stb.select_end); + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; @@ -3754,7 +3767,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - const int buf_display_len = edit_state.CurLenA; + const int buf_display_len = state->CurLenA; if (is_multiline || buf_display_len < buf_display_max_length) draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); From cc3be5d4289587c7e1b0b29bfe37ab1c94e3aea8 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 12:25:21 +0100 Subject: [PATCH 036/687] InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 4 ++++ 2 files changed, 6 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 199882b97..3634bf2c7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,8 @@ Other Changes: - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID + is being swapped with an InputText that has yet to be activated. - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4598194f4..6bbd417a6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3278,6 +3278,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 clear_active_id = true; } + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + bool value_changed = false; bool enter_pressed = false; int backup_current_text_length = 0; From 81a8730022266791b0ba5cee56cea7b4e6bde78a Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 12:35:21 +0100 Subject: [PATCH 037/687] Internal: InputText: Renamed is_editable to !is_readonly, Hopefully more explicit. Renamed internal member. Shuffled some code. Added comments, assert (_will_ trigger on !readonly > readonly edge, old bug). --- imgui.cpp | 14 +++--- imgui_internal.h | 7 +-- imgui_widgets.cpp | 122 ++++++++++++++++++++++++---------------------- 3 files changed, 73 insertions(+), 70 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 19dfb9832..ddcd10c25 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -58,9 +58,9 @@ CODE // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) -// [SECTION] MISC HELPER/UTILITIES (ImText* functions) -// [SECTION] MISC HELPER/UTILITIES (Color functions) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer @@ -1226,7 +1226,7 @@ void ImGuiIO::ClearInputCharacters() } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) //----------------------------------------------------------------------------- ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) @@ -1749,7 +1749,7 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/UTILTIES (Color functions) +// [SECTION] MISC HELPERS/UTILTIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. //----------------------------------------------------------------------------- @@ -3603,9 +3603,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.DrawDataBuilder.ClearFreeMemory(); g.OverlayDrawList.ClearFreeMemory(); g.PrivateClipboard.clear(); - g.InputTextState.TextW.clear(); - g.InputTextState.InitialText.clear(); - g.InputTextState.TempBuffer.clear(); + g.InputTextState.ClearFreeMemory(); for (int i = 0; i < g.SettingsWindows.Size; i++) IM_DELETE(g.SettingsWindows[i].Name); diff --git a/imgui_internal.h b/imgui_internal.h index ac36ba613..2f39967ad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -562,11 +562,11 @@ struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - ImVector TempBuffer; // temporary buffer for callback and other other operations. size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector TempBufferA; // temporary buffer for callbacks and other operations. size=capacity. int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. int BufCapacityA; // end-user buffer capacity - float ScrollX; + float ScrollX; // horizontal scrolling/offset ImStb::STB_TexteditState Stb; // state for stb_textedit.h float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) @@ -578,6 +578,7 @@ struct IMGUI_API ImGuiInputTextState void* UserCallbackData; ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { TextW.clear(); InitialTextA.clear(); TempBufferA.clear(); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6bbd417a6..7673491bb 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2637,7 +2637,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c g.ScalarAsInputTextId = g.ActiveId; } if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL); + return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); return false; } @@ -2670,7 +2670,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p PushID(label); PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); PopItemWidth(); // Step buttons @@ -2701,7 +2701,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); } return value_changed; @@ -3045,10 +3045,10 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TempBuffer.Data); + IM_ASSERT(Buf == edit_state->TempBufferA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TempBuffer.reserve(new_buf_size + 1); - Buf = edit_state->TempBuffer.Data; + edit_state->TempBufferA.reserve(new_buf_size + 1); + Buf = edit_state->TempBufferA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } @@ -3128,7 +3128,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); @@ -3143,7 +3144,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImGuiStyle& style = g.Style; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; @@ -3228,17 +3229,18 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Access state even if we don't own it yet. state = &g.InputTextState; - // Start edition // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition const int prev_len_w = state->CurLenW; - const int init_buf_len = (int)strlen(buf); - state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - state->InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - memcpy(state->InitialText.Data, buf, init_buf_len + 1); const char* buf_end = NULL; + state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. state->CursorAnimReset(); // Preserve cursor position and undo/redo stack if we come back to same widget @@ -3286,10 +3288,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 bool enter_pressed = false; int backup_current_text_length = 0; + // Process mouse inputs and character inputs if (g.ActiveId == id) { IM_ASSERT(state != NULL); - if (!is_editable && !g.ActiveIdIsJustActivated) + if (is_readonly && !g.ActiveIdIsJustActivated) { // When read-only we always use the live data passed to the function const char* buf_end = NULL; @@ -3348,7 +3351,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Process text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if (!ignore_inputs && is_editable && !user_nav_input_start) + if (!ignore_inputs && !is_readonly && !user_nav_input_start) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering @@ -3362,10 +3365,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + // Process other shortcuts/key-presses bool cancel_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { - // Handle key-presses IM_ASSERT(state != NULL); const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; @@ -3376,11 +3379,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || state->HasSelection()); + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } @@ -3388,8 +3391,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { @@ -3407,14 +3410,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { enter_pressed = clear_active_id = true; } - else if (is_editable) + else if (!is_readonly) { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } } - else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) + else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !is_readonly) { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) @@ -3441,9 +3444,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - state->TempBuffer.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(state->TempBuffer.Data, state->TempBuffer.Size, state->TextW.Data+ib, state->TextW.Data+ie); - SetClipboardText(state->TempBuffer.Data); + state->TempBufferA.resize((ie-ib) * 4 + 1); + ImTextStrToUtf8(state->TempBufferA.Data, state->TempBufferA.Size, state->TextW.Data+ib, state->TextW.Data+ie); + SetClipboardText(state->TempBufferA.Data); } if (is_cut) { @@ -3482,6 +3485,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + // Process callbacks and apply result back to user's buffer. if (g.ActiveId == id) { IM_ASSERT(state != NULL); @@ -3490,10 +3494,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (is_editable && strcmp(buf, state->InitialText.Data) != 0) + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { - apply_new_text = state->InitialText.Data; - apply_new_text_length = state->InitialText.Size - 1; + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; } } @@ -3506,10 +3510,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (is_editable) + if (!is_readonly) { - state->TempBuffer.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TempBuffer.Data, state->TempBuffer.Size, state->TextW.Data, NULL); + state->TempBufferA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TempBufferA.Data, state->TempBufferA.Size, state->TextW.Data, NULL); } // User callback @@ -3547,7 +3551,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback_data.UserData = callback_user_data; callback_data.EventKey = event_key; - callback_data.Buf = state->TempBuffer.Data; + callback_data.Buf = state->TempBufferA.Data; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; @@ -3562,7 +3566,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TempBuffer.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.Buf == state->TempBufferA.Data); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } @@ -3581,9 +3585,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Will copy result string if modified - if (is_editable && strcmp(state->TempBuffer.Data, buf) != 0) + if (!is_readonly && strcmp(state->TempBufferA.Data, buf) != 0) { - apply_new_text = state->TempBuffer.Data; + apply_new_text = state->TempBufferA.Data; apply_new_text_length = state->CurLenA; } } @@ -3629,7 +3633,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const int buf_display_max_length = 2 * 1024 * 1024; // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (state != NULL && is_editable) ? state->TempBuffer.Data : buf; + const char* buf_display = (state != NULL && !is_readonly) ? state->TempBufferA.Data : buf; + IM_ASSERT(buf_display); buf = NULL; // Render @@ -3640,20 +3645,18 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size - ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.f, 0.f); + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); if (g.ActiveId == id || user_scroll_active) { - // Animate cursor - IM_ASSERT(state != NULL); - state->CursorAnim += io.DeltaTime; - + // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + IM_ASSERT(state != NULL); const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; @@ -3728,14 +3731,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 scroll_y = cursor_offset.y - size.y; draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - render_pos.y = draw_window->DC.CursorPos.y; + draw_pos.y = draw_window->DC.CursorPos.y; } } + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); state->CursorFollow = false; - const ImVec2 render_scroll = ImVec2(state->ScrollX, 0.0f); // Draw selection - if (state->Stb.select_start != state->Stb.select_end) + if (state->HasSelection()) { const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); @@ -3743,7 +3746,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); - ImVec2 rect_pos = render_pos + select_start_offset - render_scroll; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) @@ -3765,7 +3768,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } - rect_pos.x = render_pos.x - render_scroll.x; + rect_pos.x = draw_pos.x - draw_scroll.x; rect_pos.y += g.FontSize; } } @@ -3773,29 +3776,30 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. const int buf_display_len = state->CurLenA; if (is_multiline || buf_display_len < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); // Draw blinking cursor - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f); + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (is_editable) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); } else { - // Render text only + // Render text only (no selection, no cursor) const char* buf_end = NULL; if (is_multiline) text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width else buf_end = buf_display + strlen(buf_display); if (is_multiline || (buf_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); } if (is_multiline) @@ -3810,7 +3814,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Log as text if (g.LogEnabled && !is_password) - LogRenderedText(&render_pos, buf_display, NULL); + LogRenderedText(&draw_pos, buf_display, NULL); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); From 332f8f2462e8a3d0ab1390ecdfcaea9dd7c02838 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 17:33:57 +0100 Subject: [PATCH 038/687] Internal: InputText: Made clipboard copy/cut use its own temporary buffer (like paste) so we can guarantee that TempBuffer if not altered and can be preserved. Renamed TempBufferA to TextA to celebrate this. --- imgui_internal.h | 6 +++--- imgui_widgets.cpp | 28 +++++++++++++++------------- 2 files changed, 18 insertions(+), 16 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 2f39967ad..5a80fc6e6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -561,10 +561,10 @@ struct IMGUI_API ImGuiMenuColumns struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - ImVector TempBufferA; // temporary buffer for callbacks and other operations. size=capacity. - int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset ImStb::STB_TexteditState Stb; // state for stb_textedit.h @@ -578,7 +578,7 @@ struct IMGUI_API ImGuiInputTextState void* UserCallbackData; ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearFreeMemory() { TextW.clear(); InitialTextA.clear(); TempBufferA.clear(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7673491bb..87ce703d9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3045,10 +3045,10 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TempBufferA.Data); + IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TempBufferA.reserve(new_buf_size + 1); - Buf = edit_state->TempBufferA.Data; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } @@ -3444,9 +3444,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - state->TempBufferA.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(state->TempBufferA.Data, state->TempBufferA.Size, state->TextW.Data+ib, state->TextW.Data+ie); - SetClipboardText(state->TempBufferA.Data); + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)MemAlloc(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); } if (is_cut) { @@ -3512,8 +3514,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. if (!is_readonly) { - state->TempBufferA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TempBufferA.Data, state->TempBufferA.Size, state->TextW.Data, NULL); + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } // User callback @@ -3551,7 +3553,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback_data.UserData = callback_user_data; callback_data.EventKey = event_key; - callback_data.Buf = state->TempBufferA.Data; + callback_data.Buf = state->TextA.Data; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; @@ -3566,7 +3568,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TempBufferA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } @@ -3585,9 +3587,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Will copy result string if modified - if (!is_readonly && strcmp(state->TempBufferA.Data, buf) != 0) + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) { - apply_new_text = state->TempBufferA.Data; + apply_new_text = state->TextA.Data; apply_new_text_length = state->CurLenA; } } @@ -3633,7 +3635,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const int buf_display_max_length = 2 * 1024 * 1024; // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (state != NULL && !is_readonly) ? state->TempBufferA.Data : buf; + const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf; IM_ASSERT(buf_display); buf = NULL; From be593f2c163de500aad6a2b3683402c27e7f4259 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 19:45:28 +0100 Subject: [PATCH 039/687] Internal: InputText: refactor the flow to easily decorrelate rendering of selection vs cursor, which would allow us to render selection on inactive items, and generally makes the code clearer. + Some renaming. --- imgui_widgets.cpp | 78 ++++++++++++++++++++++++++++------------------- 1 file changed, 47 insertions(+), 31 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 87ce703d9..a6c7e34e5 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3143,6 +3143,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; + const bool RENDER_SELECTION_WHEN_INACTIVE = true; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; @@ -3220,8 +3221,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start) { if (g.ActiveId != id) @@ -3649,7 +3650,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); - if (g.ActiveId == id || user_scroll_active) + + // We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + const bool render_cursor = (g.ActiveId == id) || user_scroll_active; + const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + if (render_cursor || render_selection) { // Render text (with cursor and selection) // This is going to be messy. We need to: @@ -3663,16 +3669,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImVec2 cursor_offset, select_start_offset; { - // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. - const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_input_ptr[1] = NULL; - int searches_remaining = 1; - int searches_result_line_number[2] = { -1, -999 }; - if (state->Stb.select_start != state->Stb.select_end) + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) { searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_number[1] = -1; + searches_result_line_no[1] = -1; searches_remaining++; } @@ -3685,20 +3695,22 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (*s == '\n') { line_count++; - if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; - if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count; - if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_number[0] * g.FontSize; - if (searches_result_line_number[1] >= 0) + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) { select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_number[1] * g.FontSize; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; } // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) @@ -3707,7 +3719,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Scroll - if (state->CursorFollow) + if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) @@ -3735,19 +3747,20 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 draw_window->Scroll.y = scroll_y; draw_pos.y = draw_window->DC.CursorPos.y; } + + state->CursorFollow = false; } - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); - state->CursorFollow = false; // Draw selection - if (state->HasSelection()) + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) { const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { @@ -3781,16 +3794,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); // Draw blinking cursor - state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } } else { From f988618ebe9cfb216268d659e6b250fc377647c6 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 21 Feb 2019 23:00:47 +0100 Subject: [PATCH 040/687] Internal: InputText: Tweaks (including a large indentation change, compare ignoring space) to make next commit more digestible. --- imgui_widgets.cpp | 110 +++++++++++++++++++++++----------------------- 1 file changed, 55 insertions(+), 55 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a6c7e34e5..cd059cc30 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3223,50 +3223,51 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 bool clear_active_id = false; bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); - if (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start) + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + if (init_make_active && g.ActiveId != id) { - if (g.ActiveId != id) + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const int prev_len_w = state->CurLenW; + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). + const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW); + if (recycle_state) { - // Access state even if we don't own it yet. - state = &g.InputTextState; - - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); - - // Start edition - const int prev_len_w = state->CurLenW; - const char* buf_end = NULL; - state->TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - state->CursorAnimReset(); - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - state->CursorClamp(); - } - else - { - state->ID = id; - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) - select_all = true; - } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) select_all = true; } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + if (init_make_active) + { IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); @@ -3275,11 +3276,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); } - else if (io.MouseClicked[0]) - { - // Release focus when we click outside + + // Release focus when we click outside + if (!init_make_active && io.MouseClicked[0]) clear_active_id = true; - } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped) if (g.ActiveId == id && state == NULL) @@ -3630,17 +3630,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (clear_active_id && g.ActiveId == id) ClearActiveID(); - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line - // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. - // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. - const int buf_display_max_length = 2 * 1024 * 1024; - - // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf; - IM_ASSERT(buf_display); - buf = NULL; - - // Render + // Render frame if (!is_multiline) { RenderNavHighlight(frame_bb, id); @@ -3651,7 +3641,17 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); - // We currently only render selection when the widget is active or while scrolling. + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + + // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. + const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf; + IM_ASSERT(buf_display); + buf = NULL; + + // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. const bool render_cursor = (g.ActiveId == id) || user_scroll_active; const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); From 0f83145aa870a13a416a04a715a1e98bf4f8bbfb Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 22 Feb 2019 12:24:27 +0100 Subject: [PATCH 041/687] TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) Added ImPool::Contains() helper. --- docs/CHANGELOG.txt | 1 + imgui_internal.h | 23 +++++++++++++++++------ imgui_widgets.cpp | 41 ++++++++++++++++++++++++++++++----------- 3 files changed, 48 insertions(+), 17 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3634bf2c7..31305f181 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Other Changes: meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. +- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/imgui_internal.h b/imgui_internal.h index 5a80fc6e6..cc355e95b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -275,7 +275,8 @@ struct IMGUI_API ImPool T* GetByIndex(ImPoolIdx n) { return &Data[n]; } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } + bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } @@ -749,8 +750,17 @@ struct ImGuiNextWindowData struct ImGuiTabBarSortItem { - int Index; - float Width; + int Index; + float Width; +}; + +struct ImGuiTabBarRef +{ + ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int IndexInMainPool; + + ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } + ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } }; //----------------------------------------------------------------------------- @@ -883,8 +893,9 @@ struct ImGuiContext unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads // Tab bars - ImPool TabBars; - ImVector CurrentTabBar; + ImPool TabBars; + ImGuiTabBar* CurrentTabBar; + ImVector CurrentTabBarStack; ImVector TabSortByWidthBuffer; // Widget state @@ -1246,7 +1257,7 @@ struct ImGuiItemHoveredDataBackup enum ImGuiTabBarFlagsPrivate_ { - ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] ImGuiTabBarFlags_IsFocused = 1 << 21, ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index cd059cc30..aaec4cb30 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5905,6 +5905,20 @@ static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) return (b->Index - a->Index); } +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); +} + +static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); + return ImGuiTabBarRef(tab_bar); +} + bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { ImGuiContext& g = *GImGui; @@ -5929,7 +5943,10 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG if ((flags & ImGuiTabBarFlags_DockNode) == 0) window->IDStack.push_back(tab_bar->ID); - g.CurrentTabBar.push_back(tab_bar); + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + if (tab_bar->CurrFrameVisible == g.FrameCount) { //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); @@ -5975,8 +5992,8 @@ void ImGui::EndTabBar() if (window->SkipItems) return; - IM_ASSERT(!g.CurrentTabBar.empty()); // Mismatched BeginTabBar/EndTabBar - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); if (tab_bar->WantLayout) TabBarLayout(tab_bar); @@ -5989,7 +6006,9 @@ void ImGui::EndTabBar() if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); - g.CurrentTabBar.pop_back(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); } // This is called only once a frame before by the first call to ItemTab() @@ -6356,8 +6375,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f if (g.CurrentWindow->SkipItems) return false; - IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!"); - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); bool ret = TabItemEx(tab_bar, label, p_open, flags); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { @@ -6373,9 +6392,9 @@ void ImGui::EndTabItem() if (g.CurrentWindow->SkipItems) return; - IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!"); - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); - IM_ASSERT(tab_bar->LastTabItemIdx >= 0 && "Needs to be called between BeginTabItem() and EndTabItem()"); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) g.CurrentWindow->IDStack.pop_back(); @@ -6575,10 +6594,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, void ImGui::SetTabItemClosed(const char* label) { ImGuiContext& g = *GImGui; - bool is_within_manual_tab_bar = (g.CurrentTabBar.Size > 0) && !(g.CurrentTabBar.back()->Flags & ImGuiTabBarFlags_DockNode); + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); if (is_within_manual_tab_bar) { - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); + ImGuiTabBar* tab_bar = g.CurrentTabBar; IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); TabBarRemoveTab(tab_bar, tab_id); From 9da48c16c5eeb8ea98e89951c83fab0f9d2b037b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 22 Feb 2019 12:27:41 +0100 Subject: [PATCH 042/687] TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 18 +++++++++++++++--- 2 files changed, 17 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 31305f181..73a596919 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,8 @@ Other Changes: - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) +- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to + hard crashes any more, facilitating integration with scripting languages. (#1651) - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index aaec4cb30..f49fa46d4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5993,7 +5993,11 @@ void ImGui::EndTabBar() return; ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + return; // FIXME-ERRORHANDLING + } if (tab_bar->WantLayout) TabBarLayout(tab_bar); @@ -6376,7 +6380,11 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; // FIXME-ERRORHANDLING + } bool ret = TabItemEx(tab_bar, label, p_open, flags); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { @@ -6393,7 +6401,11 @@ void ImGui::EndTabItem() return; ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) From 3eba84005372734297700212cbf31c8b400bef3d Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 14:49:36 +0100 Subject: [PATCH 043/687] Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. (follow and extend on e.g #369, #370) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 9 ++++++--- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 73a596919..7c4157665 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,7 @@ HOW TO UPDATE? Other Changes: +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) diff --git a/imgui.cpp b/imgui.cpp index ddcd10c25..ce7494d99 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7591,9 +7591,12 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; #undef NAV_MAP_KEY } memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); From 2cd7de56666531d729e4dbe06af3e3c0a2e5aaf9 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 15:24:01 +0100 Subject: [PATCH 044/687] Internal: Log/Capture: Rework to add an internal LogToBuffer() function which is useful for writing automated tests. Clarified logging state by adding an enum. --- imgui.cpp | 70 +++++++++++++++++++++++++++++++++--------------- imgui_internal.h | 16 ++++++++++- 2 files changed, 63 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index ce7494d99..22696b17a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3615,7 +3615,7 @@ void ImGui::Shutdown(ImGuiContext* context) fclose(g.LogFile); g.LogFile = NULL; } - g.LogClipboard.clear(); + g.LogBuffer.clear(); g.Initialized = false; } @@ -8786,7 +8786,7 @@ void ImGui::LogText(const char* fmt, ...) if (g.LogFile) vfprintf(g.LogFile, fmt, args); else - g.LogClipboard.appendfv(fmt, args); + g.LogBuffer.appendfv(fmt, args); va_end(args); } @@ -8830,7 +8830,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } } -// Start logging ImGui output to TTY +// Start logging/capturing text output to TTY void ImGui::LogToTTY(int max_depth) { ImGuiContext& g = *GImGui; @@ -8841,12 +8841,13 @@ void ImGui::LogToTTY(int max_depth) IM_ASSERT(g.LogFile == NULL); g.LogFile = stdout; g.LogEnabled = true; + g.LogType = ImGuiLogType_TTY; g.LogStartDepth = window->DC.TreeDepth; if (max_depth >= 0) g.LogAutoExpandMaxDepth = max_depth; } -// Start logging ImGui output to given file +// Start logging/capturing text output to given file void ImGui::LogToFile(int max_depth, const char* filename) { ImGuiContext& g = *GImGui; @@ -8855,26 +8856,25 @@ void ImGui::LogToFile(int max_depth, const char* filename) ImGuiWindow* window = g.CurrentWindow; if (!filename) - { filename = g.IO.LogFilename; - if (!filename) - return; - } + if (!filename || !filename[0]) + return; IM_ASSERT(g.LogFile == NULL); - g.LogFile = ImFileOpen(filename, "ab"); + g.LogFile = ImFileOpen(filename, "ab"); // FIXME: Why not logging in text mode? Then we don't need to bother the user with IM_NEWLINE.. if (!g.LogFile) { IM_ASSERT(0); return; } g.LogEnabled = true; + g.LogType = ImGuiLogType_File; g.LogStartDepth = window->DC.TreeDepth; if (max_depth >= 0) g.LogAutoExpandMaxDepth = max_depth; } -// Start logging ImGui output to clipboard +// Start logging/capturing text output to clipboard void ImGui::LogToClipboard(int max_depth) { ImGuiContext& g = *GImGui; @@ -8883,8 +8883,27 @@ void ImGui::LogToClipboard(int max_depth) ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogFile == NULL); - g.LogFile = NULL; + IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; + g.LogType = ImGuiLogType_Clipboard; + g.LogFile = NULL; + g.LogStartDepth = window->DC.TreeDepth; + if (max_depth >= 0) + g.LogAutoExpandMaxDepth = max_depth; +} + +void ImGui::LogToBuffer(int max_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = ImGuiLogType_Clipboard; + g.LogFile = NULL; g.LogStartDepth = window->DC.TreeDepth; if (max_depth >= 0) g.LogAutoExpandMaxDepth = max_depth; @@ -8897,23 +8916,30 @@ void ImGui::LogFinish() return; LogText(IM_NEWLINE); - if (g.LogFile != NULL) + switch (g.LogType) { - if (g.LogFile == stdout) - fflush(g.LogFile); - else - fclose(g.LogFile); - g.LogFile = NULL; - } - if (g.LogClipboard.size() > 1) - { - SetClipboardText(g.LogClipboard.begin()); - g.LogClipboard.clear(); + case ImGuiLogType_TTY: + fflush(g.LogFile); + break; + case ImGuiLogType_File: + fclose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; } + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); } // Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) void ImGui::LogButtons() { ImGuiContext& g = *GImGui; diff --git a/imgui_internal.h b/imgui_internal.h index cc355e95b..c79aeabc1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -384,6 +384,15 @@ enum ImGuiLayoutType_ ImGuiLayoutType_Vertical = 1 }; +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiAxis { @@ -928,8 +937,9 @@ struct ImGuiContext // Logging bool LogEnabled; + ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. int LogStartDepth; int LogAutoExpandMaxDepth; @@ -1041,6 +1051,7 @@ struct ImGuiContext SettingsDirtyTimer = 0.0f; LogEnabled = false; + LogType = ImGuiLogType_None; LogFile = NULL; LogStartDepth = 0; LogAutoExpandMaxDepth = 2; @@ -1396,6 +1407,9 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); + // Logging/Capture + IMGUI_API void LogToBuffer(int max_depth = -1); // Start logging to internal buffer + // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under); From cd67d4d3c18f1f5c0b94a6a09ed35b748e5a2cc4 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 15:39:18 +0100 Subject: [PATCH 045/687] Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". Minor tidying up the of code. --- docs/CHANGELOG.txt | 3 +++ docs/TODO.txt | 5 +++-- imgui.cpp | 42 +++++++++++++++++++----------------------- imgui.h | 6 +++--- imgui_internal.h | 13 +++++++------ imgui_widgets.cpp | 4 ++-- 6 files changed, 37 insertions(+), 36 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7c4157665..eba027399 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,9 @@ Other Changes: - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) +- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute + tree depth instead of a relative one. +- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/docs/TODO.txt b/docs/TODO.txt index 01b547161..d0fa97552 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -217,11 +217,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. - style editor: color child window height expressed in multiple of line height. - - log: LogButtons() options for specifying depth and/or hiding depth slider - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. - + - log: obsolete LogButtons() all together. + - log: LogButtons() options for specifying depth and/or hiding depth slider + - filters: set a current filter that tree node can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) diff --git a/imgui.cpp b/imgui.cpp index 22696b17a..d6fbc1ceb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8805,9 +8805,9 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* window->DC.LogLinePosY = ref_pos->y; const char* text_remaining = text; - if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth - g.LogStartDepth = window->DC.TreeDepth; - const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); + if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); for (;;) { // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. @@ -8831,7 +8831,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } // Start logging/capturing text output to TTY -void ImGui::LogToTTY(int max_depth) +void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) @@ -8842,13 +8842,12 @@ void ImGui::LogToTTY(int max_depth) g.LogFile = stdout; g.LogEnabled = true; g.LogType = ImGuiLogType_TTY; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); } // Start logging/capturing text output to given file -void ImGui::LogToFile(int max_depth, const char* filename) +void ImGui::LogToFile(int auto_open_depth, const char* filename) { ImGuiContext& g = *GImGui; if (g.LogEnabled) @@ -8869,13 +8868,12 @@ void ImGui::LogToFile(int max_depth, const char* filename) } g.LogEnabled = true; g.LogType = ImGuiLogType_File; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); } // Start logging/capturing text output to clipboard -void ImGui::LogToClipboard(int max_depth) +void ImGui::LogToClipboard(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) @@ -8887,12 +8885,11 @@ void ImGui::LogToClipboard(int max_depth) g.LogEnabled = true; g.LogType = ImGuiLogType_Clipboard; g.LogFile = NULL; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); } -void ImGui::LogToBuffer(int max_depth) +void ImGui::LogToBuffer(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) @@ -8904,9 +8901,8 @@ void ImGui::LogToBuffer(int max_depth) g.LogEnabled = true; g.LogType = ImGuiLogType_Clipboard; g.LogFile = NULL; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); } void ImGui::LogFinish() @@ -8950,18 +8946,18 @@ void ImGui::LogButtons() const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); PushItemWidth(80.0f); PushAllowKeyboardFocus(false); - SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); PopAllowKeyboardFocus(); PopItemWidth(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log if (log_to_tty) - LogToTTY(g.LogAutoExpandMaxDepth); + LogToTTY(); if (log_to_file) - LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); + LogToFile(); if (log_to_clipboard) - LogToClipboard(g.LogAutoExpandMaxDepth); + LogToClipboard(); } //----------------------------------------------------------------------------- diff --git a/imgui.h b/imgui.h index e109f3a4c..dd1e67dca 100644 --- a/imgui.h +++ b/imgui.h @@ -572,9 +572,9 @@ namespace ImGui // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. - IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout) - IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file - IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) diff --git a/imgui_internal.h b/imgui_internal.h index c79aeabc1..96827b705 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -939,9 +939,10 @@ struct ImGuiContext bool LogEnabled; ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - int LogStartDepth; - int LogAutoExpandMaxDepth; + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1053,8 +1054,8 @@ struct ImGuiContext LogEnabled = false; LogType = ImGuiLogType_None; LogFile = NULL; - LogStartDepth = 0; - LogAutoExpandMaxDepth = 2; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -1408,7 +1409,7 @@ namespace ImGui IMGUI_API void PopItemFlag(); // Logging/Capture - IMGUI_API void LogToBuffer(int max_depth = -1); // Start logging to internal buffer + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging to internal buffer // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f49fa46d4..26eb5c248 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4795,7 +4795,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). // NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) is_open = true; return is_open; @@ -4922,7 +4922,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const char log_suffix[] = "##"; LogRenderedText(&text_pos, log_prefix, log_prefix+3); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); + LogRenderedText(&text_pos, log_suffix, log_suffix+2); } else { From 9558e327d2c68c27b7aac4384c892ef4f316a5c1 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 16:22:55 +0100 Subject: [PATCH 046/687] Log/Capture: Fixed extraneous leading carriage return. Fixed an issue when empty string on a new line would not emit a carriage return. --- docs/CHANGELOG.txt | 2 + imgui.cpp | 92 ++++++++++++++++++++++++---------------------- imgui_internal.h | 10 +++-- 3 files changed, 56 insertions(+), 48 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index eba027399..9ef37fab0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,8 @@ Other Changes: - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) +- Log/Capture: Fixed extraneous leading carriage return. +- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". diff --git a/imgui.cpp b/imgui.cpp index d6fbc1ceb..830e14a7b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5325,7 +5325,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; window->DC.ChildWindows.resize(0); window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; @@ -6550,7 +6549,6 @@ void ImGui::BeginGroup() group_data.BackupGroupOffset = window->DC.GroupOffset; group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; - group_data.BackupLogLinePosY = window->DC.LogLinePosY; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.AdvanceCursor = true; @@ -6559,14 +6557,15 @@ void ImGui::BeginGroup() window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return } void ImGui::EndGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = window->DC.GroupStack.back(); @@ -6579,7 +6578,8 @@ void ImGui::EndGroup() window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return if (group_data.AdvanceCursor) { @@ -8800,9 +8800,11 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); if (ref_pos) - window->DC.LogLinePosY = ref_pos->y; + g.LogLinePosY = ref_pos->y; + if (log_new_line) + g.LogLineFirstItem = true; const char* text_remaining = text; if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth @@ -8811,6 +8813,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* for (;;) { // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. + // We don't add a trailing \n to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); const bool is_first_line = (line_start == text); @@ -8819,9 +8822,18 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* { const int char_count = (int)(line_end - line_start); if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, line_start); - else + LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); + else if (g.LogLineFirstItem) + LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); + else LogText(" %.*s", char_count, line_start); + g.LogLineFirstItem = false; + } + else if (log_new_line) + { + // An empty "" string at a different Y position should output a carriage return. + LogText(IM_NEWLINE); + break; } if (is_last_line) @@ -8830,20 +8842,29 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } } -// Start logging/capturing text output to TTY +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.LogFile == NULL); + LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; - g.LogEnabled = true; - g.LogType = ImGuiLogType_TTY; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); } // Start logging/capturing text output to given file @@ -8852,24 +8873,23 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. if (!filename) filename = g.IO.LogFilename; if (!filename || !filename[0]) return; - - IM_ASSERT(g.LogFile == NULL); - g.LogFile = ImFileOpen(filename, "ab"); // FIXME: Why not logging in text mode? Then we don't need to bother the user with IM_NEWLINE.. - if (!g.LogFile) + FILE* f = ImFileOpen(filename, "ab"); + if (f == NULL) { IM_ASSERT(0); return; } - g.LogEnabled = true; - g.LogType = ImGuiLogType_File; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; } // Start logging/capturing text output to clipboard @@ -8878,15 +8898,7 @@ void ImGui::LogToClipboard(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.LogFile == NULL); - IM_ASSERT(g.LogBuffer.empty()); - g.LogEnabled = true; - g.LogType = ImGuiLogType_Clipboard; - g.LogFile = NULL; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) @@ -8894,15 +8906,7 @@ void ImGui::LogToBuffer(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.LogFile == NULL); - IM_ASSERT(g.LogBuffer.empty()); - g.LogEnabled = true; - g.LogType = ImGuiLogType_Clipboard; - g.LogFile = NULL; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + LogBegin(ImGuiLogType_Buffer, auto_open_depth); } void ImGui::LogFinish() diff --git a/imgui_internal.h b/imgui_internal.h index 96827b705..fa1728349 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -547,7 +547,6 @@ struct ImGuiGroupData ImVec1 BackupGroupOffset; ImVec2 BackupCurrentLineSize; float BackupCurrentLineTextBaseOffset; - float BackupLogLinePosY; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool AdvanceCursor; @@ -940,6 +939,8 @@ struct ImGuiContext ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + float LogLinePosY; + bool LogLineFirstItem; int LogDepthRef; int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. @@ -1054,6 +1055,8 @@ struct ImGuiContext LogEnabled = false; LogType = ImGuiLogType_None; LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; @@ -1081,7 +1084,6 @@ struct IMGUI_API ImGuiWindowTempData float CurrentLineTextBaseOffset; ImVec2 PrevLineSize; float PrevLineTextBaseOffset; - float LogLinePosY; int TreeDepth; ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 ImGuiID LastItemId; @@ -1121,7 +1123,6 @@ struct IMGUI_API ImGuiWindowTempData CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - LogLinePosY = -1.0f; TreeDepth = 0; TreeDepthMayJumpToParentOnPop = 0x00; LastItemId = 0; @@ -1409,7 +1410,8 @@ namespace ImGui IMGUI_API void PopItemFlag(); // Logging/Capture - IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging to internal buffer + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); From 6cbf4b81210204736a844a9519b0fde72df35cad Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 17:00:59 +0100 Subject: [PATCH 047/687] Fixed uninitialized variable (leading to asserts in the docking branch). (#2376, #2371) --- imgui_internal.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/imgui_internal.h b/imgui_internal.h index fa1728349..a76c386aa 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1037,6 +1037,8 @@ struct ImGuiContext DragDropAcceptFrameCount = -1; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + CurrentTabBar = NULL; + ScalarAsInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; DragCurrentAccumDirty = false; From 6f80179a1d45753e7065ea7f79360e8e30e5d115 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 23 Feb 2019 17:04:54 +0100 Subject: [PATCH 048/687] InputText: Fixed deactivated but-last-active InputText instance holding on displaying the last active version of the text and not reflecting change in the source. Fix/amend 2e9a175. [+test] --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 26eb5c248..8ad51a28d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3647,7 +3647,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const int buf_display_max_length = 2 * 1024 * 1024; // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (state != NULL && !is_readonly) ? state->TextA.Data : buf; + const char* buf_display = (g.ActiveId == id && state && !is_readonly) ? state->TextA.Data : buf; IM_ASSERT(buf_display); buf = NULL; From c3ea1748dc124ca4a209d54219d9b55b7817244e Mon Sep 17 00:00:00 2001 From: Elias Daler Date: Sun, 24 Feb 2019 20:35:52 +0300 Subject: [PATCH 049/687] Fix -Wconversion warning (#2379) The warning was caused by implicit conversion from pointer type which NULL has to non-pointer type, e.g. if ImTextureID is long int --- imgui_draw.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 37e8ff519..25ce75fea 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -407,7 +407,7 @@ ImDrawList* ImDrawList::CloneOutput() const // Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds #define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) -#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) void ImDrawList::AddDrawCmd() { From 5d7bd2309b19e451710f4a906ad99cb4d7fe02e5 Mon Sep 17 00:00:00 2001 From: David Wingrove Date: Sun, 24 Feb 2019 17:19:36 -0500 Subject: [PATCH 050/687] Fixes warning caused by a missing switch/case. (#2382, #2381) --- imgui.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 830e14a7b..80fb3e335 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8930,6 +8930,9 @@ void ImGui::LogFinish() if (!g.LogBuffer.empty()) SetClipboardText(g.LogBuffer.begin()); break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; } g.LogEnabled = false; From 439f72694596620257611a8ae46d5d4b2ab1174e Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 24 Feb 2019 23:31:00 +0100 Subject: [PATCH 051/687] InputText; Disabled rendering selection when inactive (it kinda work but I'm not sure this is desirable especially for single-line input, was not intended to be active). --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 8ad51a28d..7ff3d1007 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3143,7 +3143,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; - const bool RENDER_SELECTION_WHEN_INACTIVE = true; + const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; From b7b82520b4d8223d5d676f6bff05b34f7f58bf1f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 26 Feb 2019 12:22:58 +0100 Subject: [PATCH 052/687] Internal: InputText: Minor changes (intended to have side-effect but clarify next commit, however there is rarely such a thing as zero side effect in InputText land!) --- imgui_internal.h | 4 ++++ imgui_widgets.cpp | 41 +++++++++++++++++++++-------------------- 2 files changed, 25 insertions(+), 20 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index a76c386aa..84420b990 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -104,6 +104,8 @@ namespace ImStb #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" } // namespace ImStb @@ -593,6 +595,8 @@ struct IMGUI_API ImGuiInputTextState bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7ff3d1007..d1ecb0880 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3277,32 +3277,33 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); } + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + // Release focus when we click outside if (!init_make_active && io.MouseClicked[0]) clear_active_id = true; - // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped) - if (g.ActiveId == id && state == NULL) - ClearActiveID(); - bool value_changed = false; bool enter_pressed = false; int backup_current_text_length = 0; + // When read-only we always use the live data passed to the function + if (g.ActiveId == id && is_readonly && !g.ActiveIdIsJustActivated) + { + IM_ASSERT(state != NULL); + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + } + // Process mouse inputs and character inputs if (g.ActiveId == id) { IM_ASSERT(state != NULL); - if (is_readonly && !g.ActiveIdIsJustActivated) - { - // When read-only we always use the live data passed to the function - const char* buf_end = NULL; - state->TextW.resize(buf_size+1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - } - backup_current_text_length = state->CurLenA; state->BufCapacityA = buf_size; state->UserFlags = flags; @@ -3653,7 +3654,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. - const bool render_cursor = (g.ActiveId == id) || user_scroll_active; + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); if (render_cursor || render_selection) { @@ -3811,13 +3812,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { // Render text only (no selection, no cursor) - const char* buf_end = NULL; + const char* buf_display_end = NULL; if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else - buf_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); + buf_display_end = buf_display + strlen(buf_display); + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } if (is_multiline) From cf3cb7cf7ee01a066a20c3e47189b336c48fb776 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 26 Feb 2019 12:50:44 +0100 Subject: [PATCH 053/687] InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. --- docs/CHANGELOG.txt | 3 +++ imgui_internal.h | 3 ++- imgui_widgets.cpp | 54 ++++++++++++++++++++++++++-------------------- 3 files changed, 36 insertions(+), 24 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9ef37fab0..2511e4c0a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,9 @@ Other Changes: meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. +- InputText: Fixed various display corruption related to swapping the underlying buffer while + a input widget is active (both for writable and read-only paths). Often they would manifest + when manipulating the scrollbar of a multi-line input text. - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) diff --git a/imgui_internal.h b/imgui_internal.h index 84420b990..40e10748a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -572,10 +572,11 @@ struct IMGUI_API ImGuiMenuColumns struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset ImStb::STB_TexteditState Stb; // state for stb_textedit.h diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d1ecb0880..946a5dbe2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3224,7 +3224,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); - if (init_make_active && g.ActiveId != id) + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) { // Access state even if we don't own it yet. state = &g.InputTextState; @@ -3237,15 +3238,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 memcpy(state->InitialTextA.Data, buf, buf_len + 1); // Start edition - const int prev_len_w = state->CurLenW; const char* buf_end = NULL; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW); + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -3266,7 +3268,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 select_all = true; } - if (init_make_active) + if (g.ActiveId != id && init_make_active) { IM_ASSERT(state && state->ID == id); SetActiveID(id, window); @@ -3282,7 +3284,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ClearActiveID(); // Release focus when we click outside - if (!init_make_active && io.MouseClicked[0]) + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) clear_active_id = true; bool value_changed = false; @@ -3290,14 +3292,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 int backup_current_text_length = 0; // When read-only we always use the live data passed to the function - if (g.ActiveId == id && is_readonly && !g.ActiveIdIsJustActivated) + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL) { - IM_ASSERT(state != NULL); - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); + const bool will_render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + const bool will_render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor); + if (will_render_cursor || will_render_selection) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + } } // Process mouse inputs and character inputs @@ -3516,6 +3523,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. if (!is_readonly) { + state->TextAIsValid = true; state->TextA.resize(state->TextW.Size * 4 + 1); ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } @@ -3646,11 +3654,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; - - // Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && state && !is_readonly) ? state->TextA.Data : buf; - IM_ASSERT(buf_display); - buf = NULL; + const char* buf_display = NULL; + const char* buf_display_end = NULL; // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. @@ -3790,9 +3795,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - const int buf_display_len = state->CurLenA; - if (is_multiline || buf_display_len < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); + buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; + buf_display_end = buf_display + state->CurLenA; + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); // Draw blinking cursor if (render_cursor) @@ -3812,9 +3818,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { // Render text only (no selection, no cursor) - const char* buf_display_end = NULL; + buf_display = (g.ActiveId == id && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; if (is_multiline) text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; else buf_display_end = buf_display + strlen(buf_display); if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) @@ -3833,7 +3841,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Log as text if (g.LogEnabled && !is_password) - LogRenderedText(&draw_pos, buf_display, NULL); + LogRenderedText(&draw_pos, buf_display, buf_display_end); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); From 5e3a1de4e6b328a18829b29b3ed265e41fd202bb Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 14:25:37 +0100 Subject: [PATCH 054/687] Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2511e4c0a..68850768a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -47,6 +47,7 @@ Other Changes: - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) +- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] - Log/Capture: Fixed extraneous leading carriage return. - Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 946a5dbe2..4ed42ec3f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5343,7 +5343,8 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - if (values_count > 0) + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= 1)//values_count_min) { int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); From def723b6b6301b580450edce0ff7797c148379c3 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 14:34:11 +0100 Subject: [PATCH 055/687] Plot: Fixed error in 5e3a1de (#2387) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4ed42ec3f..c9edc4769 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5344,7 +5344,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; - if (values_count >= 1)//values_count_min) + if (values_count >= values_count_min) { int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); From cef77098ab737c405a29cbdc2727677674e1d631 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 15:00:41 +0100 Subject: [PATCH 056/687] Update README.md --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index 7e041181f..e9b53eb67 100644 --- a/docs/README.md +++ b/docs/README.md @@ -145,7 +145,7 @@ Frameworks: - Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) - OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) - OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) -- ORX: [#1843](https://github.com/ocornut/imgui/pull/1843) +- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843) - LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui) - Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) - NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) From 688035b5f40a5f2902e2f05f945cf75dc7b0cf6b Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 15:06:11 +0100 Subject: [PATCH 057/687] Added px_render_imgui.h (#1935) --- docs/README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/README.md b/docs/README.md index e9b53eb67..96d3e6d82 100644 --- a/docs/README.md +++ b/docs/README.md @@ -146,6 +146,7 @@ Frameworks: - OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) - OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) - ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843) +- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935) - LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui) - Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) - NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) From 8a2f6866a69b054995651d5edc7b87ac7b362634 Mon Sep 17 00:00:00 2001 From: haldean Date: Tue, 26 Feb 2019 10:19:06 -0800 Subject: [PATCH 058/687] add _Show prefix to color flags that control inputs, rename __InputsMask to __ShowMask This is anticipation of changing __InputsMask to control the format of input colors, and adding _InputRGB and _InputHSV to change how input colors are interpreted. --- imgui.h | 14 +++++++++----- imgui_demo.cpp | 16 ++++++++-------- imgui_widgets.cpp | 46 +++++++++++++++++++++++----------------------- 3 files changed, 40 insertions(+), 36 deletions(-) diff --git a/imgui.h b/imgui.h index dd1e67dca..13e5c2edb 100644 --- a/imgui.h +++ b/imgui.h @@ -1110,19 +1110,23 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). - ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. - ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // " - ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // " + ImGuiColorEditFlags_ShowRGB = 1 << 20, // [Show] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. + ImGuiColorEditFlags_ShowHSV = 1 << 21, // [Show] // " + ImGuiColorEditFlags_ShowHEX = 1 << 22, // [Show] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_ShowRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_ShowHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_ShowHEX, +#endif // [Internal] Masks - ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX, + ImGuiColorEditFlags__ShowMask = ImGuiColorEditFlags_ShowRGB|ImGuiColorEditFlags_ShowHSV|ImGuiColorEditFlags_ShowHEX, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_ShowRGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() }; // Enumeration for GetMouseCursor() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 560224f16..4ec1561f4 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1045,7 +1045,7 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_ShowHSV | misc_flags); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); @@ -1127,7 +1127,7 @@ static void ShowDemoWindowWidgets() static bool side_preview = true; static bool ref_color = false; static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); - static int inputs_mode = 2; + static int show_mode = 2; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); @@ -1142,7 +1142,7 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } } - ImGui::Combo("Inputs Mode", &inputs_mode, "All Inputs\0No Inputs\0RGB Input\0HSV Input\0HEX Input\0"); + ImGui::Combo("Show Mode", &show_mode, "All\0None\0Show RGB\0Show HSV\0Show HEX\0"); ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; @@ -1151,16 +1151,16 @@ static void ShowDemoWindowWidgets() if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; - if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB; - if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV; - if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX; + if (show_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; + if (show_mode == 2) flags |= ImGuiColorEditFlags_ShowRGB; + if (show_mode == 3) flags |= ImGuiColorEditFlags_ShowHSV; + if (show_mode == 4) flags |= ImGuiColorEditFlags_ShowHEX; ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui::Text("Programmatically set defaults:"); ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV | ImGuiColorEditFlags_PickerHueBar); + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_ShowHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c9edc4769..a1741f6ff 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3898,20 +3898,20 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags__ShowMask)) | ImGuiColorEditFlags_ShowRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__InputsMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask); + if (!(flags & ImGuiColorEditFlags__ShowMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__ShowMask); if (!(flags & ImGuiColorEditFlags__DataTypeMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__ShowMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -3919,14 +3919,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_HSV) + if (flags & ImGuiColorEditFlags_ShowHSV) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; - if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + if ((flags & (ImGuiColorEditFlags_ShowRGB | ImGuiColorEditFlags_ShowHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); @@ -3946,7 +3946,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_ShowHSV) ? 2 : 1; PushItemWidth(w_item_one); for (int n = 0; n < components; n++) @@ -3970,7 +3970,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag PopItemWidth(); PopItemWidth(); } - else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + else if ((flags & ImGuiColorEditFlags_ShowHEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB Hexadecimal Input char buf[64]; @@ -4025,7 +4025,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__ShowMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); PopItemWidth(); @@ -4045,7 +4045,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_HSV) + if (flags & ImGuiColorEditFlags_ShowHSV) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); if (value_changed) { @@ -4330,18 +4330,18 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB)) + if (flags & ImGuiColorEditFlags_ShowRGB || (flags & ImGuiColorEditFlags__ShowMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_ShowRGB)) { // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } - if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV); - if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX); + if (flags & ImGuiColorEditFlags_ShowHSV || (flags & ImGuiColorEditFlags__ShowMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_ShowHSV); + if (flags & ImGuiColorEditFlags_ShowHEX || (flags & ImGuiColorEditFlags__ShowMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_ShowHEX); PopItemWidth(); } @@ -4539,13 +4539,13 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__InputsMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask; + if ((flags & ImGuiColorEditFlags__ShowMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__ShowMask; if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__ShowMask))); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected g.ColorEditOptions = flags; @@ -4578,7 +4578,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__ShowMask); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; @@ -4586,9 +4586,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV; - if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_ShowRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_ShowHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowHSV; + if (RadioButton("HEX", (opts & ImGuiColorEditFlags_ShowHEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowHEX; } if (allow_opt_datatype) { From 6de09a5e480fc04019ecbd2e2eb46dc5c5fdc847 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 16:45:58 +0100 Subject: [PATCH 059/687] Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] --- docs/CHANGELOG.txt | 6 ++++++ imgui.cpp | 1 + imgui.h | 24 ++++++++++++----------- imgui_demo.cpp | 27 +++++++++++++------------- imgui_widgets.cpp | 47 +++++++++++++++++++++++----------------------- 5 files changed, 58 insertions(+), 47 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 99c2ee485..caa785239 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,12 @@ HOW TO UPDATE? VERSION 1.69 (In Progress) ----------------------------------------------------------------------- +Breaking Changes: + +- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new + flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] + Other Changes: - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. diff --git a/imgui.cpp b/imgui.cpp index 80fb3e335..28c1277a4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -364,6 +364,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! diff --git a/imgui.h b/imgui.h index 13e5c2edb..f301ccf41 100644 --- a/imgui.h +++ b/imgui.h @@ -1095,7 +1095,7 @@ enum ImGuiStyleVar_ enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, - ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer). + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) @@ -1105,28 +1105,30 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup. + // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). + // The intent is that you probably don't want to override them in most of your calls, let the user choose via the option menu and/or call SetColorEditOptions() during startup. ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). - ImGuiColorEditFlags_ShowRGB = 1 << 20, // [Show] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. - ImGuiColorEditFlags_ShowHSV = 1 << 21, // [Show] // " - ImGuiColorEditFlags_ShowHEX = 1 << 22, // [Show] // " + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_ShowRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_ShowHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_ShowHEX, -#endif // [Internal] Masks - ImGuiColorEditFlags__ShowMask = ImGuiColorEditFlags_ShowRGB|ImGuiColorEditFlags_ShowHSV|ImGuiColorEditFlags_ShowHEX, + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_ShowRGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex +#endif }; // Enumeration for GetMouseCursor() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 4ec1561f4..09e36693d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1045,7 +1045,7 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_ShowHSV | misc_flags); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); @@ -1127,7 +1127,7 @@ static void ShowDemoWindowWidgets() static bool side_preview = true; static bool ref_color = false; static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); - static int show_mode = 2; + static int display_mode = 0; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); @@ -1142,25 +1142,26 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } } - ImGui::Combo("Show Mode", &show_mode, "All\0None\0Show RGB\0Show HSV\0Show HEX\0"); + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); ShowHelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (show_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; - if (show_mode == 2) flags |= ImGuiColorEditFlags_ShowRGB; - if (show_mode == 3) flags |= ImGuiColorEditFlags_ShowHSV; - if (show_mode == 4) flags |= ImGuiColorEditFlags_ShowHEX; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui::Text("Programmatically set defaults:"); ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_ShowHSV | ImGuiColorEditFlags_PickerHueBar); + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a1741f6ff..b1e17f128 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3898,20 +3898,20 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__ShowMask)) | ImGuiColorEditFlags_ShowRGB | ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__ShowMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__ShowMask); + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); if (!(flags & ImGuiColorEditFlags__DataTypeMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__ShowMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -3919,14 +3919,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_ShowHSV) + if (flags & ImGuiColorEditFlags_DisplayHSV) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; - if ((flags & (ImGuiColorEditFlags_ShowRGB | ImGuiColorEditFlags_ShowHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); @@ -3946,7 +3946,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_ShowHSV) ? 2 : 1; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; PushItemWidth(w_item_one); for (int n = 0; n < components; n++) @@ -3970,7 +3970,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag PopItemWidth(); PopItemWidth(); } - else if ((flags & ImGuiColorEditFlags_ShowHEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB Hexadecimal Input char buf[64]; @@ -4025,7 +4025,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__ShowMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); PopItemWidth(); @@ -4045,7 +4045,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_ShowHSV) + if (flags & ImGuiColorEditFlags_DisplayHSV) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); if (value_changed) { @@ -4330,18 +4330,18 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_ShowRGB || (flags & ImGuiColorEditFlags__ShowMask) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_ShowRGB)) + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } - if (flags & ImGuiColorEditFlags_ShowHSV || (flags & ImGuiColorEditFlags__ShowMask) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_ShowHSV); - if (flags & ImGuiColorEditFlags_ShowHEX || (flags & ImGuiColorEditFlags__ShowMask) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_ShowHEX); + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } @@ -4536,16 +4536,17 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl return pressed; } +// Initialize/override default color options void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__ShowMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__ShowMask; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__ShowMask))); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DisplayMask))); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected g.ColorEditOptions = flags; @@ -4578,7 +4579,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__ShowMask); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; @@ -4586,9 +4587,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_ShowRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowRGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_ShowHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowHSV; - if (RadioButton("HEX", (opts & ImGuiColorEditFlags_ShowHEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__ShowMask) | ImGuiColorEditFlags_ShowHEX; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { From ac47710db7ebaf2637de4b1517231d93e0e03baa Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 16:49:55 +0100 Subject: [PATCH 060/687] Internal: InputText: Tweaks to make PVS static analyzer relax a little with its false positive. --- imgui_widgets.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index b1e17f128..0857f4b8c 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3284,7 +3284,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ClearActiveID(); // Release focus when we click outside - if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; bool value_changed = false; @@ -3295,8 +3295,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( if (is_readonly && state != NULL) { - const bool will_render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - const bool will_render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor); + const bool will_render_cursor = (g.ActiveId == id) || (user_scroll_active); + const bool will_render_selection = state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor); if (will_render_cursor || will_render_selection) { const char* buf_end = NULL; From 525a53a86bdf6f5f1979e2e1ab5be95117f1bb38 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 17:26:18 +0100 Subject: [PATCH 061/687] Comments --- imgui.h | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/imgui.h b/imgui.h index f301ccf41..180db9805 100644 --- a/imgui.h +++ b/imgui.h @@ -3,7 +3,7 @@ // See imgui.cpp file for documentation. // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui /* @@ -26,7 +26,7 @@ Index of this file: #pragma once -// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -44,7 +44,7 @@ Index of this file: #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version -// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.69 WIP" #define IMGUI_VERSION_NUM 16899 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) @@ -215,12 +215,12 @@ namespace ImGui // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). - IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) @@ -385,7 +385,7 @@ namespace ImGui // - Most widgets return true when the value has been changed or when pressed/selected IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text - IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding @@ -582,7 +582,7 @@ namespace ImGui // Drag and Drop // [BETA API] API may evolve! IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. @@ -610,9 +610,9 @@ namespace ImGui IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). - IMGUI_API bool IsAnyItemHovered(); - IMGUI_API bool IsAnyItemActive(); - IMGUI_API bool IsAnyItemFocused(); + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item @@ -624,8 +624,8 @@ namespace ImGui IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text - IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances - IMGUI_API const char* GetStyleColorName(ImGuiCol idx); + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); @@ -652,7 +652,7 @@ namespace ImGui IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. - IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold @@ -671,12 +671,12 @@ namespace ImGui // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. - IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. - // Memory Utilities + // Memory Allocators // - All those functions are not reliant on the current context. - // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); @@ -737,7 +737,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. @@ -1059,7 +1059,7 @@ enum ImGuiCol_ // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { - // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) ImGuiStyleVar_Alpha, // float Alpha ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowRounding, // float WindowRounding From 736d3e265436b4bef715d67e63fda13f27858c28 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 18:16:03 +0100 Subject: [PATCH 062/687] DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) --- docs/CHANGELOG.txt | 2 + imgui.h | 12 ++++- imgui_demo.cpp | 20 ++++++++ imgui_widgets.cpp | 125 ++++++++++++++++++++++++++++++++++----------- 4 files changed, 126 insertions(+), 33 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index caa785239..3501f9070 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,8 @@ Breaking Changes: Other Changes: - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. + We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) diff --git a/imgui.h b/imgui.h index 180db9805..63132d46f 100644 --- a/imgui.h +++ b/imgui.h @@ -150,6 +150,10 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types +typedef char ImS8; // 8-bit signed integer == char +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) #if defined(_MSC_VER) && !defined(__clang__) @@ -884,10 +888,14 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { + ImGuiDataType_S8, // char + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short ImGuiDataType_S32, // int ImGuiDataType_U32, // unsigned int - ImGuiDataType_S64, // long long, __int64 - ImGuiDataType_U64, // unsigned long long, unsigned __int64 + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double ImGuiDataType_COUNT diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 09e36693d..a9d1ce115 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1198,6 +1198,10 @@ static void ShowDemoWindowWidgets() ImS64 LLONG_MAX = 9223372036854775807LL; ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; @@ -1206,6 +1210,10 @@ static void ShowDemoWindowWidgets() const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; static ImS32 s32_v = -1; static ImU32 u32_v = (ImU32)-1; static ImS64 s64_v = -1; @@ -1217,6 +1225,10 @@ static void ShowDemoWindowWidgets() static bool drag_clamp = false; ImGui::Text("Drags:"); ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); ShowHelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); @@ -1227,6 +1239,10 @@ static void ShowDemoWindowWidgets() ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); @@ -1249,6 +1265,10 @@ static void ShowDemoWindowWidgets() static bool inputs_step = true; ImGui::Text("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0857f4b8c..9b3dfbd27 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -74,22 +74,30 @@ Index of this file: //------------------------------------------------------------------------- // Those MIN/MAX values are not define because we need to point to them -static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); -static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) -static const ImU32 IM_U32_MIN = 0; -static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +static const char IM_S8_MIN = -128; +static const char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const short IM_S16_MIN = -32768; +static const short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) #ifdef LLONG_MIN -static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); -static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); #else -static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; -static const ImS64 IM_S64_MAX = 9223372036854775807LL; +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; #endif -static const ImU64 IM_U64_MIN = 0; +static const ImU64 IM_U64_MIN = 0; #ifdef ULLONG_MAX -static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); #else -static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); #endif //------------------------------------------------------------------------- @@ -1495,17 +1503,21 @@ struct ImGuiDataTypeInfo static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(int), "%d", "%d" }, - { sizeof(unsigned int), "%u", "%u" }, + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, #ifdef _MSC_VER - { sizeof(ImS64), "%I64d","%I64d" }, - { sizeof(ImU64), "%I64u","%I64u" }, + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, #else - { sizeof(ImS64), "%lld", "%lld" }, - { sizeof(ImU64), "%llu", "%llu" }, + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, #endif - { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg - { sizeof(double), "%f", "%lf" }, + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1535,14 +1547,23 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) { - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); - if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); if (data_type == ImGuiDataType_Float) return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); if (data_type == ImGuiDataType_Double) return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); IM_ASSERT(0); return 0; } @@ -1553,13 +1574,29 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* IM_ASSERT(op == '+' || op == '-'); switch (data_type) { + case ImGuiDataType_S8: + if (op == '+') *(ImS8*)output = *(const ImS8*)arg1 + *(const ImS8*)arg2; + else if (op == '-') *(ImS8*)output = *(const ImS8*)arg1 - *(const ImS8*)arg2; + return; + case ImGuiDataType_U8: + if (op == '+') *(ImU8*)output = *(const ImU8*)arg1 + *(const ImU8*)arg2; + else if (op == '-') *(ImU8*)output = *(const ImU8*)arg1 - *(const ImU8*)arg2; + return; + case ImGuiDataType_S16: + if (op == '+') *(ImS16*)output = *(const ImS16*)arg1 + *(const ImS16*)arg2; + else if (op == '-') *(ImS16*)output = *(const ImS16*)arg1 - *(const ImS16*)arg2; + return; + case ImGuiDataType_U16: + if (op == '+') *(ImU16*)output = *(const ImU16*)arg1 + *(const ImU16*)arg2; + else if (op == '-') *(ImU16*)output = *(const ImU16*)arg1 - *(const ImU16*)arg2; + return; case ImGuiDataType_S32: - if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2; - else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2; + if (op == '+') *(ImS32*)output = *(const ImS32*)arg1 + *(const ImS32*)arg2; + else if (op == '-') *(ImS32*)output = *(const ImS32*)arg1 - *(const ImS32*)arg2; return; case ImGuiDataType_U32: - if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2; - else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2; + if (op == '+') *(ImU32*)output = *(const ImU32*)arg1 + *(const ImU32*)arg2; + else if (op == '-') *(ImU32*)output = *(const ImU32*)arg1 - *(const ImU32*)arg2; return; case ImGuiDataType_S64: if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; @@ -1614,6 +1651,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b if (format == NULL) format = GDataTypeInfo[data_type].ScanFmt; + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. int arg1i = 0; if (data_type == ImGuiDataType_S32) { @@ -1628,12 +1666,6 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // Assign constant - // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); - } else if (data_type == ImGuiDataType_Float) { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in @@ -1663,6 +1695,29 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide else { *v = arg1f; } // Assign constant } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, data_ptr); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; } @@ -1845,6 +1900,10 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s switch (data_type) { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); @@ -2269,6 +2328,10 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type { switch (data_type) { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } case ImGuiDataType_S32: IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); From f02705fbaa22cad03f0b033d901f8b232dfb1ce5 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Feb 2019 18:59:17 +0100 Subject: [PATCH 063/687] InputInt, InputScalar: +/- buttons now respects the natural type limits instead of overflowing or underflowing the value. --- docs/CHANGELOG.txt | 2 ++ imgui_internal.h | 5 ++++- imgui_widgets.cpp | 41 ++++++++++++++++++++--------------------- 3 files changed, 26 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3501f9070..ea012ef44 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -47,6 +47,8 @@ Other Changes: - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of + overflowing or underflowing the value. - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. - InputText: Fixed various display corruption related to swapping the underlying buffer while diff --git a/imgui_internal.h b/imgui_internal.h index 40e10748a..fdc55aadb 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -225,12 +225,15 @@ static inline double ImAtof(const char* s) static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) static inline float ImCeil(float x) { return ceilf(x); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for variety of types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 9b3dfbd27..dc8c7cf23 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1568,51 +1568,50 @@ static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType da return 0; } -// FIXME: Adding support for clamping on boundaries of the data type would be nice. static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) { case ImGuiDataType_S8: - if (op == '+') *(ImS8*)output = *(const ImS8*)arg1 + *(const ImS8*)arg2; - else if (op == '-') *(ImS8*)output = *(const ImS8*)arg1 - *(const ImS8*)arg2; + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } return; case ImGuiDataType_U8: - if (op == '+') *(ImU8*)output = *(const ImU8*)arg1 + *(const ImU8*)arg2; - else if (op == '-') *(ImU8*)output = *(const ImU8*)arg1 - *(const ImU8*)arg2; + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } return; case ImGuiDataType_S16: - if (op == '+') *(ImS16*)output = *(const ImS16*)arg1 + *(const ImS16*)arg2; - else if (op == '-') *(ImS16*)output = *(const ImS16*)arg1 - *(const ImS16*)arg2; + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } return; case ImGuiDataType_U16: - if (op == '+') *(ImU16*)output = *(const ImU16*)arg1 + *(const ImU16*)arg2; - else if (op == '-') *(ImU16*)output = *(const ImU16*)arg1 - *(const ImU16*)arg2; + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } return; case ImGuiDataType_S32: - if (op == '+') *(ImS32*)output = *(const ImS32*)arg1 + *(const ImS32*)arg2; - else if (op == '-') *(ImS32*)output = *(const ImS32*)arg1 - *(const ImS32*)arg2; + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } return; case ImGuiDataType_U32: - if (op == '+') *(ImU32*)output = *(const ImU32*)arg1 + *(const ImU32*)arg2; - else if (op == '-') *(ImU32*)output = *(const ImU32*)arg1 - *(const ImU32*)arg2; + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } return; case ImGuiDataType_S64: - if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; - else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2; + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } return; case ImGuiDataType_U64: - if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2; - else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2; + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } return; case ImGuiDataType_Float: - if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2; - else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2; + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } return; case ImGuiDataType_Double: - if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2; - else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2; + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } return; case ImGuiDataType_COUNT: break; } From 1d0b4df3d95698b117fbe6172f883867f4722422 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 28 Feb 2019 16:59:01 +0100 Subject: [PATCH 064/687] Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). Internal: ImHash functions tweaks. Added InputText() to query status section. --- docs/CHANGELOG.txt | 3 ++- imgui.cpp | 15 ++++++++------- imgui_demo.cpp | 11 +++++++---- 3 files changed, 17 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ea012ef44..9a3e42af5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,7 +41,7 @@ Breaking Changes: Other Changes: -- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when @@ -63,6 +63,7 @@ Other Changes: - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] diff --git a/imgui.cpp b/imgui.cpp index 28c1277a4..1a8f1f2c8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1480,27 +1480,27 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed) +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { seed = ~seed; ImU32 crc = seed; - const unsigned char* src = (const unsigned char*)data; + const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; if (data_size != 0) { while (data_size-- != 0) { - unsigned char c = *src++; - if (c == '#' && src[0] == '#' && src[1] == '#') + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } else { - while (unsigned char c = *src++) + while (unsigned char c = *data++) { - if (c == '#' && src[0] == '#' && src[1] == '#') + if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } @@ -3368,12 +3368,13 @@ void ImGui::NewFrame() // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a9d1ce115..9ef8fa644 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1460,20 +1460,23 @@ static void ShowDemoWindowWidgets() static int item_type = 1; static bool b = false; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; ImGui::RadioButton("Text", &item_type, 0); ImGui::RadioButton("Button", &item_type, 1); ImGui::RadioButton("Checkbox", &item_type, 2); ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("ColorEdit4", &item_type, 4); - ImGui::RadioButton("ListBox", &item_type, 5); + ImGui::RadioButton("InputText", &item_type, 4); + ImGui::RadioButton("ColorEdit4", &item_type, 5); + ImGui::RadioButton("ListBox", &item_type, 6); ImGui::Separator(); bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 6) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" From 1c67d09c0bd99a1fe9122ffa478e4b4455573b59 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 1 Mar 2019 00:05:39 +0100 Subject: [PATCH 065/687] ColorPicker: Fix assertion when running in a collapsed window and dragging its title bar (#2389) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 4 +++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9a3e42af5..5d04377b9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,6 +54,8 @@ Other Changes: - InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. +- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window + while dragging its title bar. (#2389) - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index dc8c7cf23..dbb98ab3b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4219,8 +4219,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImDrawList* draw_list = window->DrawList; + if (window->SkipItems) + return false; + ImDrawList* draw_list = window->DrawList; ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; From 9d1a392d7d0aa8c55047c90ae2e740561369f1c1 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 3 Mar 2019 23:14:30 +0100 Subject: [PATCH 066/687] Examples: OpenGL: Comments about versions and loaders. (#2393, #2351) --- examples/README.txt | 4 ++-- examples/imgui_impl_opengl3.cpp | 31 ++++++++++++++++--------------- examples/imgui_impl_opengl3.h | 21 +++++++++++---------- 3 files changed, 29 insertions(+), 27 deletions(-) diff --git a/examples/README.txt b/examples/README.txt index 017af6ee7..a058601bd 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -111,8 +111,8 @@ List of Renderer Bindings in this repository: imgui_impl_dx11.cpp ; DirectX11 imgui_impl_dx12.cpp ; DirectX12 imgui_impl_metal.mm ; Metal (with ObjC) - imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) - imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 9a53d3c65..f48ad60b3 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -1,6 +1,7 @@ -// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) -// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. @@ -39,17 +40,17 @@ // version version string //---------------------------------------- // 2.0 110 "#version 110" -// 2.1 120 -// 3.0 130 -// 3.1 140 +// 2.1 110 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" // 3.2 150 "#version 150" -// 3.3 330 -// 4.0 400 +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" // 4.1 410 "#version 410 core" -// 4.2 420 -// 4.3 430 -// ES 2.0 100 "#version 100" -// ES 3.0 300 "#version 300 es" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) @@ -78,10 +79,10 @@ // OpenGL ES 3 #include // Use GL ES 3 #else -// Regular OpenGL -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 0be9dcd8b..741a35d4a 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -1,6 +1,7 @@ -// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) -// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. @@ -9,19 +10,19 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -// About OpenGL function loaders: -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. -// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" -// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once -// Set default OpenGL loader to be gl3w +// Set default OpenGL3 loader to be gl3w #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ From beb3062dc5da2b8f6057ff57ea16a6246ba32b99 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 3 Mar 2019 23:32:40 +0100 Subject: [PATCH 067/687] Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_opengl3.cpp | 40 ++++++++++++++++++++++++++------- examples/imgui_impl_opengl3.h | 4 ++++ 3 files changed, 37 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5d04377b9..394effcd5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -66,6 +66,7 @@ Other Changes: tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index f48ad60b3..01cfa3986 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). @@ -69,14 +70,18 @@ #include "TargetConditionals.h" #endif -// iOS, Android and Emscripten can use GL ES 3 -// Call ImGui_ImplOpenGL3_Init() with "#version 300 es" -#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) -#define USE_GL_ES3 +// Auto-detect GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#endif #endif -#ifdef USE_GL_ES3 -// OpenGL ES 3 +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) #include // Use GL ES 3 #else // About Desktop OpenGL function loaders: @@ -109,7 +114,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendRendererName = "imgui_impl_opengl3"; // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. -#ifdef USE_GL_ES3 +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) if (glsl_version == NULL) glsl_version = "#version 300 es"; #else @@ -154,7 +162,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); #endif GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif #ifdef GL_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif @@ -208,11 +218,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #ifdef GL_SAMPLER_BINDING glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif + +#ifndef IMGUI_IMPL_OPENGL_ES2 // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) GLuint vao_handle = 0; glGenVertexArrays(1, &vao_handle); glBindVertexArray(vao_handle); +#endif glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); @@ -270,7 +283,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } } +#ifndef IMGUI_IMPL_OPENGL_ES2 glDeleteVertexArrays(1, &vao_handle); +#endif // Restore modified GL state glUseProgram(last_program); @@ -279,7 +294,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); +#ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(last_vertex_array); +#endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); @@ -309,7 +326,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier @@ -371,10 +390,13 @@ static bool CheckProgram(GLuint handle, const char* desc) bool ImGui_ImplOpenGL3_CreateDeviceObjects() { // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; + GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif // Parse GLSL version string int glsl_version = 130; @@ -538,7 +560,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(last_vertex_array); +#endif return true; } diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 741a35d4a..9fe2a88dd 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -22,6 +22,10 @@ #pragma once +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + // Set default OpenGL3 loader to be gl3w #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ From 96b13760d450b251e823a09ba2409f9f83ec2124 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Mar 2019 16:10:51 +0100 Subject: [PATCH 068/687] Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 19 +++++++++++++++++-- imgui.h | 3 ++- imgui_internal.h | 5 ++++- 4 files changed, 25 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 394effcd5..69607949d 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,8 @@ Breaking Changes: Other Changes: +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered + behind every other windows. (#2391) - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) diff --git a/imgui.cpp b/imgui.cpp index 1a8f1f2c8..fea25c022 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -874,7 +874,8 @@ CODE A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetOverlayDrawList() and use those draw list to display contents + behind or over every other imgui windows. - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. @@ -3067,9 +3068,14 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } +ImDrawList* ImGui::GetBackgroundDrawList() +{ + return &GImGui->BackgroundDrawList; +} + static ImDrawList* GetOverlayDrawList(ImGuiWindow*) { - // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches. + // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. return &GImGui->OverlayDrawList; } @@ -3422,6 +3428,11 @@ void ImGui::NewFrame() g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.BackgroundDrawList.Clear(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); + g.BackgroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + g.OverlayDrawList.Clear(); g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); g.OverlayDrawList.PushClipRectFullScreen(); @@ -3603,6 +3614,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); g.DrawDataBuilder.ClearFreeMemory(); + g.BackgroundDrawList.ClearFreeMemory(); g.OverlayDrawList.ClearFreeMemory(); g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); @@ -3860,6 +3872,9 @@ void ImGui::Render() // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + ImGuiWindow* windows_to_render_front_most[2]; windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; diff --git a/imgui.h b/imgui.h index 63132d46f..bcc6fe091 100644 --- a/imgui.h +++ b/imgui.h @@ -627,7 +627,8 @@ namespace ImGui IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. - IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) diff --git a/imgui_internal.h b/imgui_internal.h index fdc55aadb..0929e153e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -888,6 +888,7 @@ struct ImGuiContext ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImDrawList BackgroundDrawList; ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays ImGuiMouseCursor MouseCursor; @@ -962,7 +963,7 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), OverlayDrawList(NULL) { Initialized = false; FrameScopeActive = FrameScopePushedImplicitWindow = false; @@ -1030,6 +1031,8 @@ struct ImGuiContext NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; DimBgRatio = 0.0f; + BackgroundDrawList._Data = &DrawListSharedData; + BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging OverlayDrawList._Data = &DrawListSharedData; OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; From 94e794f81be1bd31c843b4fa94f5235e6e97e366 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 4 Mar 2019 16:20:32 +0100 Subject: [PATCH 069/687] Renamed GetOverlayDrawList() to GetForegroundDrawList() for consistency. Kept redirection function (will obsolete). (#2391) Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. --- docs/CHANGELOG.txt | 4 +- imgui.cpp | 75 +++++++++--------- imgui.h | 4 +- imgui_demo.cpp | 188 +++++++++++++++++++++++++-------------------- imgui_internal.h | 10 +-- imgui_widgets.cpp | 2 +- 6 files changed, 158 insertions(+), 125 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 69607949d..1062c86e3 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,10 +38,11 @@ Breaking Changes: - Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] +- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) Other Changes: -- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. @@ -68,6 +69,7 @@ Other Changes: tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. - Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/imgui.cpp b/imgui.cpp index fea25c022..099c9178e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -364,6 +364,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). @@ -874,8 +875,8 @@ CODE A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetOverlayDrawList() and use those draw list to display contents - behind or over every other imgui windows. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + contents behind or over every other imgui windows. - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. @@ -3073,15 +3074,15 @@ ImDrawList* ImGui::GetBackgroundDrawList() return &GImGui->BackgroundDrawList; } -static ImDrawList* GetOverlayDrawList(ImGuiWindow*) +static ImDrawList* GetForegroundDrawList(ImGuiWindow*) { // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - return &GImGui->OverlayDrawList; + return &GImGui->ForegroundDrawList; } -ImDrawList* ImGui::GetOverlayDrawList() +ImDrawList* ImGui::GetForegroundDrawList() { - return &GImGui->OverlayDrawList; + return &GImGui->ForegroundDrawList; } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3433,10 +3434,10 @@ void ImGui::NewFrame() g.BackgroundDrawList.PushClipRectFullScreen(); g.BackgroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); - g.OverlayDrawList.Clear(); - g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); - g.OverlayDrawList.PushClipRectFullScreen(); - g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + g.ForegroundDrawList.Clear(); + g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.ForegroundDrawList.PushClipRectFullScreen(); + g.ForegroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); // Mark rendering data as invalid to prevent user who may have a handle on it to use it. g.DrawData.Clear(); @@ -3615,7 +3616,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.BeginPopupStack.clear(); g.DrawDataBuilder.ClearFreeMemory(); g.BackgroundDrawList.ClearFreeMemory(); - g.OverlayDrawList.ClearFreeMemory(); + g.ForegroundDrawList.ClearFreeMemory(); g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); @@ -3891,10 +3892,10 @@ void ImGui::Render() // Draw software mouse cursor if requested if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); - if (!g.OverlayDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList); + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); // Setup ImDrawData structure for end-user SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); @@ -4739,7 +4740,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); bool hovered, held; ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -4764,7 +4765,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); - //GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; @@ -7037,8 +7038,8 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*) ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) @@ -7237,7 +7238,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); @@ -7249,7 +7250,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } @@ -7555,7 +7556,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) { ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] if (window_rect.Contains(item_rect)) return; @@ -7845,11 +7846,15 @@ static void ImGui::NavUpdate() g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] g.NavScoringCount = 0; #if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } #endif } @@ -9356,9 +9361,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list if (window && IsItemHovered()) - overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; @@ -9380,8 +9385,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImRect vtxs_rect; 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); - clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); } if (!pcmd_node_open) continue; @@ -9405,10 +9410,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Selectable(buf, false); if (ImGui::IsItemHovered()) { - ImDrawListFlags backup_flags = overlay_draw_list->Flags; - overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); - overlay_draw_list->Flags = backup_flags; + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; } } ImGui::TreePop(); @@ -9545,9 +9550,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); float font_size = ImGui::GetFontSize() * 2; - ImDrawList* overlay_draw_list = GetOverlayDrawList(window); - overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); - overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); + ImDrawList* fg_draw_list = GetForegroundDrawList(window); + fg_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + fg_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); } } ImGui::End(); diff --git a/imgui.h b/imgui.h index bcc6fe091..eeb9b81de 100644 --- a/imgui.h +++ b/imgui.h @@ -628,7 +628,7 @@ namespace ImGui IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) @@ -1500,6 +1500,8 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.66 (from Sep 2018) static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 9ef8fa644..080d92bd4 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3974,97 +3974,121 @@ static void ShowExampleAppCustomRendering(bool* p_open) // In this example we are not using the maths operators! ImDrawList* draw_list = ImGui::GetWindowDrawList(); - // Primitives - ImGui::Text("Primitives"); - static float sz = 36.0f; - static float thickness = 4.0f; - static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); - ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::ColorEdit4("Color", &col.x); + if (ImGui::BeginTabBar("##TabBar")) { - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; - for (int n = 0; n < 2; n++) + // Primitives + if (ImGui::BeginTabItem("Primitives")) { - // First line uses a thickness of 1.0, second line uses the configurable thickness - float th = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon - draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing; - draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line - draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th); - x = p.x + 4; - y += sz+spacing; - } - draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon - draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing; - 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->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); x += sz; // Pixel (faster than AddLine) - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255)); - ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3)); - } - ImGui::Separator(); - { - static ImVector points; - static bool adding_line = false; - ImGui::Text("Canvas example"); - if (ImGui::Button("Clear")) points.clear(); - if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } - ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); - - // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() - // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). - // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). - ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! - ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available - if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; - if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; - draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); - draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255)); - - bool adding_preview = false; - ImGui::InvisibleButton("canvas", canvas_size); - ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y); - if (adding_line) - { - adding_preview = true; - points.push_back(mouse_pos_in_canvas); - if (!ImGui::IsMouseDown(0)) - adding_line = adding_preview = false; - } - if (ImGui::IsItemHovered()) - { - if (!adding_line && ImGui::IsMouseClicked(0)) + static float sz = 36.0f; + static float thickness = 4.0f; + static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::ColorEdit4("Color", &col.x); + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col32 = ImColor(col); + float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; + for (int n = 0; n < 2; n++) { + // First line uses a thickness of 1.0, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing; + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing; + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing; + draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing; + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th); + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing; + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing; + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing; + 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->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + ImGui::Dummy(ImVec2((sz + spacing) * 8, (sz + spacing) * 3)); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static bool adding_line = false; + if (ImGui::Button("Clear")) points.clear(); + if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } + ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); + + // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() + // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). + // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). + ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; + if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; + draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); + draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255)); + + bool adding_preview = false; + ImGui::InvisibleButton("canvas", canvas_size); + ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y); + if (adding_line) + { + adding_preview = true; points.push_back(mouse_pos_in_canvas); - adding_line = true; + if (!ImGui::IsMouseDown(0)) + adding_line = adding_preview = false; } - if (ImGui::IsMouseClicked(1) && !points.empty()) + if (ImGui::IsItemHovered()) { - adding_line = adding_preview = false; - points.pop_back(); - points.pop_back(); + if (!adding_line && ImGui::IsMouseClicked(0)) + { + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (ImGui::IsMouseClicked(1) && !points.empty()) + { + adding_line = adding_preview = false; + points.pop_back(); + points.pop_back(); + } } + draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.) + for (int i = 0; i < points.Size - 1; i += 2) + draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + if (adding_preview) + points.pop_back(); + ImGui::EndTabItem(); } - draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.) - for (int i = 0; i < points.Size - 1; i += 2) - draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); - draw_list->PopClipRect(); - if (adding_preview) - points.pop_back(); + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); } + ImGui::End(); } diff --git a/imgui_internal.h b/imgui_internal.h index 0929e153e..de099c481 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -888,8 +888,8 @@ struct ImGuiContext ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImDrawList BackgroundDrawList; - ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays + ImDrawList BackgroundDrawList; // First draw list to be rendered. + ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. ImGuiMouseCursor MouseCursor; // Drag and Drop @@ -963,7 +963,7 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), OverlayDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL) { Initialized = false; FrameScopeActive = FrameScopePushedImplicitWindow = false; @@ -1033,8 +1033,8 @@ struct ImGuiContext DimBgRatio = 0.0f; BackgroundDrawList._Data = &DrawListSharedData; BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging - OverlayDrawList._Data = &DrawListSharedData; - OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging + ForegroundDrawList._Data = &DrawListSharedData; + ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSourceOrTarget = false; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index dbb98ab3b..abdeca0c6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6635,7 +6635,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, { // Enlarge tab display when hovering bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); - display_draw_list = GetOverlayDrawList(window); + display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } #endif From f4dd990e38e22b7df860ea702f15261c4ddc4b4f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 11:03:32 +0100 Subject: [PATCH 070/687] Comments and Issue Template --- docs/issue_template.md | 8 ++++++-- imgui.h | 2 +- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/docs/issue_template.md b/docs/issue_template.md index 73330b222..6d88b2711 100644 --- a/docs/issue_template.md +++ b/docs/issue_template.md @@ -3,12 +3,16 @@ 1. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261 -2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS, please post on the "Getting Started" Discourse forum: +2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum: https://discourse.dearimgui.org/c/getting-started 3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1). -4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. +4. Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users, unless they browse the site. + +5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. + +Thank you! ---- diff --git a/imgui.h b/imgui.h index eeb9b81de..52cdd06dc 100644 --- a/imgui.h +++ b/imgui.h @@ -267,7 +267,7 @@ namespace ImGui IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // + IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 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(); // From ac4842fa173e4ab15db19aa0ded444fc4858154d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 12:03:54 +0100 Subject: [PATCH 071/687] Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 5 ++++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1062c86e3..6335cd3b8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,7 @@ Other Changes: - Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when diff --git a/imgui.cpp b/imgui.cpp index 099c9178e..794826589 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7993,7 +7993,9 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) g.NavWindowingToggleLayer = false; } -// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; @@ -8096,6 +8098,7 @@ static void ImGui::NavUpdateWindowing() g.NavDisableMouseHover = true; apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window); + ClearActiveID(); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); From 622a27506ac473ea3a28ee3c298beffdd803c863 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 15:23:11 +0100 Subject: [PATCH 072/687] Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect some scrolling request functions when called during the opening frame of a window. --- docs/CHANGELOG.txt | 4 +++ docs/TODO.txt | 3 +- imgui.h | 2 +- imgui_widgets.cpp | 87 ++++++++++++++++++++++------------------------ 4 files changed, 48 insertions(+), 48 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6335cd3b8..11485779a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -63,6 +63,10 @@ Other Changes: - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) +- Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the + lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! + It was hardly noticeable but would affect the scrolling range, which in turn would affect + some scrolling request functions when called during the opening frame of a window. - Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] - Log/Capture: Fixed extraneous leading carriage return. - Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. diff --git a/docs/TODO.txt b/docs/TODO.txt index d0fa97552..34f6f946d 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -191,6 +191,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? - tree node / optimization: avoid formatting when clipped. @@ -222,7 +223,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. - log: obsolete LogButtons() all together. - log: LogButtons() options for specifying depth and/or hiding depth slider - + - filters: set a current filter that tree node can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) diff --git a/imgui.h b/imgui.h index 52cdd06dc..8cc826f50 100644 --- a/imgui.h +++ b/imgui.h @@ -297,7 +297,7 @@ namespace ImGui IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. - IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index abdeca0c6..865cd8ad1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -159,53 +159,15 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const ImRect clip_rect = window->ClipRect; ImVec2 text_size(0,0); - if (text_pos.y <= clip_rect.Max.y) + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) { - ImVec2 pos = text_pos; - - // Lines to skip (can't skip when logging text) - if (!g.LogEnabled) + int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) { - int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); - if (lines_skippable > 0) - { - int lines_skipped = 0; - while (line < text_end && lines_skipped < lines_skippable) - { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - } - - // Lines to render - if (line < text_end) - { - ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); - while (line < text_end) - { - if (IsClippedEx(line_rect, 0, false)) - break; - - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - const ImVec2 line_size = CalcTextSize(line, line_end, false); - text_size.x = ImMax(text_size.x, line_size.x); - RenderText(pos, line, line_end, false); - line = line_end + 1; - line_rect.Min.y += line_height; - line_rect.Max.y += line_height; - pos.y += line_height; - } - - // Count remaining lines int lines_skipped = 0; - while (line < text_end) + while (line < text_end && lines_skipped < lines_skippable) { const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) @@ -215,10 +177,43 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) } pos.y += lines_skipped * line_height; } - - text_size.y += (pos - text_pos).y; } + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + const ImVec2 line_size = CalcTextSize(line, line_end, false); + text_size.x = ImMax(text_size.x, line_size.x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + ImRect bb(text_pos, text_pos + text_size); ItemSize(text_size); ItemAdd(bb, 0); From 1ed3c4cf4abc1278c08ecad6354de67178902eb8 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 16:08:18 +0100 Subject: [PATCH 073/687] Internal: Text: Extracted TextUnformatted into TextEx over which we can freely atter the signature. Clarified current large text behavior of TextUnformatted with explicit ImGuiTextFlags_NoWidthForLargeClippedText flag (always set). --- docs/TODO.txt | 2 ++ imgui_internal.h | 10 +++++++++- imgui_widgets.cpp | 44 +++++++++++++++++++++++++------------------- 3 files changed, 36 insertions(+), 20 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 34f6f946d..85696c1ea 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -138,6 +138,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image button: not taking an explicit id is odd. + - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see InputScalarAsWidgetReplacement) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. @@ -249,6 +250,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? + - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. - font/demo: demonstrate use of ImFontGlyphRangesBuilder. - font/atlas: add a missing Glyphs.reserve() diff --git a/imgui_internal.h b/imgui_internal.h index de099c481..6fcb48301 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -83,6 +83,7 @@ struct ImGuiWindowSettings; // Storage for window settings stored in .in // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() @@ -90,7 +91,7 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() //------------------------------------------------------------------------- // STB libraries includes @@ -381,6 +382,12 @@ enum ImGuiItemStatusFlags_ #endif }; +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + // FIXME: this is in development, not exposed/functional as a generic feature yet. // Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ @@ -1501,6 +1508,7 @@ namespace ImGui IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 865cd8ad1..6de9319af 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -132,7 +132,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const // - BulletTextV() //------------------------------------------------------------------------- -void ImGui::TextUnformatted(const char* text, const char* text_end) +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -146,7 +146,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; - const bool wrap_enabled = wrap_pos_x >= 0.0f; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) { // Long text! @@ -156,14 +156,13 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); - const ImRect clip_rect = window->ClipRect; ImVec2 text_size(0,0); // Lines to skip (can't skip when logging text) ImVec2 pos = text_pos; if (!g.LogEnabled) { - int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); if (lines_skippable > 0) { int lines_skipped = 0; @@ -172,6 +171,8 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } @@ -191,8 +192,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; - const ImVec2 line_size = CalcTextSize(line, line_end, false); - text_size.x = ImMax(text_size.x, line_size.x); + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); RenderText(pos, line, line_end, false); line = line_end + 1; line_rect.Min.y += line_height; @@ -207,6 +207,8 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } @@ -223,7 +225,6 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - // Account of baseline offset ImRect bb(text_pos, text_pos + text_size); ItemSize(text_size); if (!ItemAdd(bb, 0)) @@ -234,6 +235,11 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) } } +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + void ImGui::Text(const char* fmt, ...) { va_list args; @@ -250,7 +256,7 @@ void ImGui::TextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextUnformatted(g.TempBuffer, text_end); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -2009,7 +2015,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); return value_changed; } @@ -2052,7 +2058,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); return value_changed; @@ -2097,7 +2103,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); @@ -2450,7 +2456,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); return value_changed; } @@ -2749,7 +2755,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); style.FramePadding = backup_frame_padding; PopID(); @@ -2787,7 +2793,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); return value_changed; } @@ -4078,7 +4084,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag picker_active_window = g.CurrentWindow; if (label != label_display_end) { - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; @@ -4093,7 +4099,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); } // Convert back @@ -4353,7 +4359,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if ((flags & ImGuiColorEditFlags_NoSidePreview)) SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); } } @@ -4581,7 +4587,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); ColorButton(desc_id, col, flags); SameLine(); - TextUnformatted("Color"); + TextEx("Color"); EndDragDropSource(); } @@ -4622,7 +4628,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { - TextUnformatted(text, text_end); + TextEx(text, text_end); Separator(); } From ce4e62649ae99ba4b0cd14526e75cfe13e4bd3ba Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 17:38:36 +0100 Subject: [PATCH 074/687] Internal: Tabbing: Tweaks to FocusableItemRegister and using the standard mechanism to allow/block Tab being interpreting by tabbing instead of InputText() widget. --- imgui.cpp | 21 +++++++++++++-------- imgui.h | 1 + imgui_internal.h | 7 ++++++- imgui_widgets.cpp | 5 ++++- 4 files changed, 24 insertions(+), 10 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 794826589..d9010e94c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2895,19 +2895,21 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop) +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; window->FocusIdxAllCounter++; if (is_tab_stop) window->FocusIdxTabCounter++; - // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item. - // Note that we can always TAB out of a widget that doesn't allow tabbing in. - if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)) - window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_))) + if (window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX) + window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) return true; @@ -3513,7 +3515,9 @@ void ImGui::NewFrame() UpdateMouseWheel(); // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) + // (This code is old and will be redesigned for Nav. In the meanwhile we use g.NavTabRequest as storage but this doesn't need ImGuiConfigFlags_NavEnableKeyboard to work!) + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) { if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); @@ -5167,8 +5171,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); + window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxAllRequestNext, window->FocusIdxAllCounter + 1); + window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxTabRequestNext, window->FocusIdxTabCounter + 1); window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; @@ -7609,6 +7613,7 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (g.IO.KeyShift) diff --git a/imgui.h b/imgui.h index 8cc826f50..2ffe14dd8 100644 --- a/imgui.h +++ b/imgui.h @@ -967,6 +967,7 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up diff --git a/imgui_internal.h b/imgui_internal.h index 6fcb48301..dc1fc08dc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -248,6 +248,7 @@ static inline float ImLengthSqr(const ImVec4& lhs) static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)f; } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } @@ -891,6 +892,9 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + // Tabbing system (older than Nav, active when Nav is disabled. Probably needs a redesign) + bool FocusTabPressed; // + // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; @@ -1036,6 +1040,7 @@ struct ImGuiContext NavMoveRequestFlags = 0; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + FocusTabPressed = false; DimBgRatio = 0.0f; BackgroundDrawList._Data = &DrawListSharedData; @@ -1421,7 +1426,7 @@ namespace ImGui IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6de9319af..ea0914ec1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3274,7 +3274,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.InputTextState.ID == id) state = &g.InputTextState; - const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing + const bool focus_requested = FocusableItemRegister(window, id); const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; @@ -3337,7 +3337,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); } From 076be7ec4127b75af2ad88369d3d722cabbf6cd8 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 19:00:19 +0100 Subject: [PATCH 075/687] MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 15 ++++++++++++++- 2 files changed, 15 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 11485779a..4f1faee6d 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -60,6 +60,7 @@ Other Changes: when manipulating the scrollbar of a multi-line input text. - ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window while dragging its title bar. (#2389) +- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ea0914ec1..718d47642 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5179,7 +5179,20 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl bb.Min.y -= spacing_U; bb.Max.x += spacing_R; bb.Max.y += spacing_D; - if (!ItemAdd(bb, id)) + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) { if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) PushColumnClipRect(); From 9c45072cb06534ec53a8f3629f5f7090593eb1fc Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 19:22:58 +0100 Subject: [PATCH 076/687] Demo: Added flags to InputTextMulttiline() demo. --- imgui_demo.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 080d92bd4..45a21e484 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -940,7 +940,6 @@ static void ShowDemoWindowWidgets() { // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static bool read_only = false; static char text[1024*16] = "/*\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" @@ -953,9 +952,11 @@ static void ShowDemoWindowWidgets() "label:\n" "\tlock cmpxchg8b eax\n"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; ShowHelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); - ImGui::Checkbox("Read-only", &read_only); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } From 26328fc9feded2282ff45c05f8f859285d7fd75f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 19:37:20 +0100 Subject: [PATCH 077/687] Internal: Tabbing/Focus: Tidying up old code, moved some state to context instead of window. Storing new data will allow us to fix the bug mentioned in #2215 (probably in next commit). --- imgui.cpp | 78 +++++++++++++++++++++++++++++------------------ imgui_internal.h | 27 +++++++++------- imgui_widgets.cpp | 2 +- 3 files changed, 65 insertions(+), 42 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d9010e94c..6d47dc8c9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2552,10 +2552,6 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavLastIds[0] = NavLastIds[1] = 0; NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; - - FocusIdxAllCounter = FocusIdxTabCounter = -1; - FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; - FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX; } ImGuiWindow::~ImGuiWindow() @@ -2901,22 +2897,28 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->FocusIdxAllCounter++; + window->DC.FocusCounterAll++; if (is_tab_stop) - window->FocusIdxTabCounter++; + window->DC.FocusCounterTab++; // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_))) - if (window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX) - window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - - if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) - return true; - if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) + if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) { - g.NavJustTabbedId = id; - return true; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + return true; + if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + { + g.NavJustTabbedId = id; + return true; + } } return false; @@ -2924,8 +2926,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) void ImGui::FocusableItemUnregister(ImGuiWindow* window) { - window->FocusIdxAllCounter--; - window->FocusIdxTabCounter--; + window->DC.FocusCounterAll--; + window->DC.FocusCounterTab--; } ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y) @@ -3515,15 +3517,34 @@ void ImGui::NewFrame() UpdateMouseWheel(); // Pressing TAB activate widget focus - // (This code is old and will be redesigned for Nav. In the meanwhile we use g.NavTabRequest as storage but this doesn't need ImGuiConfigFlags_NavEnableKeyboard to work!) g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); if (g.ActiveId == 0 && g.FocusTabPressed) { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterAll = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); else - g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; + g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) + g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); + if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) + g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + } + g.NavIdTabCounter = INT_MAX; // Mark all windows as not visible @@ -5170,12 +5191,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxAllRequestNext, window->FocusIdxAllCounter + 1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : ImModPositive(window->FocusIdxTabRequestNext, window->FocusIdxTabCounter + 1); - window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; - window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; - // Apply scrolling window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); @@ -5350,6 +5365,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.ChildWindows.resize(0); window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -6462,9 +6478,11 @@ void ImGui::ActivateItem(ImGuiID id) void ImGui::SetKeyboardFocusHere(int offset) { IM_ASSERT(offset >= -1); // -1 is allowed but not below - ImGuiWindow* window = GetCurrentWindow(); - window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; - window->FocusIdxTabRequestNext = INT_MAX; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; + g.FocusRequestNextCounterTab = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -7373,7 +7391,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->FocusIdxTabCounter; + g.NavIdTabCounter = window->DC.FocusCounterTab; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } diff --git a/imgui_internal.h b/imgui_internal.h index dc1fc08dc..4f5ac8841 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -892,7 +892,13 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - // Tabbing system (older than Nav, active when Nav is disabled. Probably needs a redesign) + // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterAll; // Stored for next frame + int FocusRequestNextCounterTab; // " bool FocusTabPressed; // // Render @@ -1040,6 +1046,10 @@ struct ImGuiContext NavMoveRequestFlags = 0; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; + FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; FocusTabPressed = false; DimBgRatio = 0.0f; @@ -1127,6 +1137,8 @@ struct IMGUI_API ImGuiWindowTempData ImGuiStorage* StateStorage; ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTab; // (same, but only count widgets which you can Tab through) // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] @@ -1162,8 +1174,10 @@ struct IMGUI_API ImGuiWindowTempData MenuBarOffset = ImVec2(0.0f, 0.0f); StateStorage = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - ItemWidth = 0.0f; + FocusCounterAll = FocusCounterTab = -1; + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); @@ -1248,15 +1262,6 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - // Navigation / Focus - // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext - int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() - int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) - int FocusIdxAllRequestCurrent; // Item being requested for focus - int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus - int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame) - int FocusIdxTabRequestNext; // " - public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 718d47642..63583c34f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3275,7 +3275,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 state = &g.InputTextState; const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; From 344140004bbc3546443a546913688e810f84a1db Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Mar 2019 22:09:25 +0100 Subject: [PATCH 078/687] Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) + Minor renaming of a local variable in widget code. --- docs/CHANGELOG.txt | 6 ++++-- imgui.cpp | 5 +++++ imgui_widgets.cpp | 12 ++++++------ 3 files changed, 15 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4f1faee6d..7f002f30b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,10 +44,12 @@ Other Changes: - Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) -- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. -- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) +- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true + when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) diff --git a/imgui.cpp b/imgui.cpp index 6d47dc8c9..4805c6731 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2891,6 +2891,7 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; @@ -2919,6 +2920,10 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) g.NavJustTabbedId = id; return true; } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); } return false; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 63583c34f..a36836131 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1950,14 +1950,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa // Tabbing or CTRL-clicking on Drag turns it into an input box bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + const bool focus_requested = FocusableItemRegister(window, id); + if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) { start_text_input = true; g.ScalarAsInputTextId = 0; @@ -2385,15 +2385,15 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Tabbing or CTRL-clicking on Slider turns it into an input box bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); + const bool focus_requested = FocusableItemRegister(window, id); const bool hovered = ItemHoverable(frame_bb, id); - if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) { start_text_input = true; g.ScalarAsInputTextId = 0; From fe48368cb2f198b5ea4c3e1629144b0682b86944 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Mar 2019 15:44:21 +0100 Subject: [PATCH 079/687] InputText: Moving some code in anticipation of supporting hint display with password. This commit is aimed at having no visible side effect. (#2400) --- imgui_widgets.cpp | 47 ++++++++++++++++++++++++----------------------- 1 file changed, 24 insertions(+), 23 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a36836131..543bcf8b9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3252,23 +3252,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; - // Password pushes a temporary font with only a fallback glyph - if (is_password) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } - // NB: we are only allowed to access 'edit_state' if we are the active widget. ImGuiInputTextState* state = NULL; if (g.InputTextState.ID == id) @@ -3353,10 +3336,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; - bool value_changed = false; - bool enter_pressed = false; - int backup_current_text_length = 0; - // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( if (is_readonly && state != NULL) @@ -3373,7 +3352,31 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // Password pushes a temporary font with only a fallback glyph + if (is_password) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + // Process mouse inputs and character inputs + int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); @@ -3725,8 +3728,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. - const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); if (render_cursor || render_selection) { // Render text (with cursor and selection) From ab80ee645316f36c172fcef9fe9a7d225516dbb2 Mon Sep 17 00:00:00 2001 From: Lucas Lazare Date: Wed, 6 Mar 2019 14:31:19 +0100 Subject: [PATCH 080/687] Added InputTextWithHint() (#2400) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Squashed commit of the following: commit 1970d84051d3878f8c1354d9c33c795d9c66143f Author: Lucas Lazare Date: Tue Mar 5 12:20:39 2019 -0500 Removing sneaky tabulations #2 (why, editor T-T) I should update my settings, I guess commit 219bdfcb7fbd17edf3048cb0edfde2532e4d6ac3 Author: Lucas Lazare Date: Tue Mar 5 12:17:27 2019 -0500 Removing useless check introduced in b0d172 commit 8afd7a2b459df0eb14eca88d832d2bebd1e684e6 Author: Lucas Lazare Date: Tue Mar 5 11:49:24 2019 -0500 Removing sneaky tabulations commit 8e0490863126d63cafc782a6aac8707e44f95653 Author: Lucas Lazare Date: Tue Mar 5 11:45:13 2019 -0500 Moving InputTextHinted code to InputTextEx commit b0d1723a2fb02d17ba15b9c1e679dedbbe3c17fd Author: Lucas Lazare Date: Tue Mar 5 00:23:02 2019 -0500 C++11 to C++98 commit 9afeae399826015357962607b4aeb0109fde698e Author: Lucas Lazare Date: Mon Mar 4 23:43:28 2019 -0500 Added InputTextHinted --- imgui.h | 1 + imgui_demo.cpp | 5 +++- imgui_internal.h | 2 +- imgui_widgets.cpp | 52 ++++++++++++++++++++++++++++++++------- misc/cpp/imgui_stdlib.cpp | 12 +++++++++ misc/cpp/imgui_stdlib.h | 1 + 6 files changed, 62 insertions(+), 11 deletions(-) diff --git a/imgui.h b/imgui.h index 2ffe14dd8..748313ec0 100644 --- a/imgui.h +++ b/imgui.h @@ -450,6 +450,7 @@ namespace ImGui // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 45a21e484..1ecf49b86 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -481,10 +481,13 @@ static void ShowDemoWindowWidgets() { static char str0[128] = "Hello, world!"; - static int i0 = 123; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); ShowHelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + static int i0 = 123; ImGui::InputInt("input int", &i0); ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); diff --git a/imgui_internal.h b/imgui_internal.h index 4f5ac8841..576e33667 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1545,7 +1545,7 @@ namespace ImGui template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); // InputText - IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); // Color diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 543bcf8b9..388d55477 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2692,7 +2692,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); if (g.ScalarAsInputTextId == 0) { // First frame we started displaying the InputText widget, we expect it to take the active id. @@ -2883,9 +2883,10 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f } //------------------------------------------------------------------------- -// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- // - InputText() +// - InputTextWithHint() // - InputTextMultiline() // - InputTextEx() [Internal] //------------------------------------------------------------------------- @@ -2893,12 +2894,17 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) @@ -3193,7 +3199,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h // (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are // doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) -bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -3725,6 +3731,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const int buf_display_max_length = 2 * 1024 * 1024; const char* buf_display = NULL; const char* buf_display_end = NULL; + ImGuiCol text_color = ImGuiCol_COUNT; // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. @@ -3861,11 +3868,26 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + if (state->CurLenA != 0 || hint == NULL) + { + buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; + buf_display_end = buf_display + state->CurLenA; + text_color = ImGuiCol_Text; + } + else + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + text_color = ImGuiCol_TextDisabled; + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; - buf_display_end = buf_display + state->CurLenA; if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + { + IM_ASSERT(text_color != ImGuiCol_COUNT); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(text_color), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } // Draw blinking cursor if (render_cursor) @@ -3885,6 +3907,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { // Render text only (no selection, no cursor) + text_color = ImGuiCol_Text; buf_display = (g.ActiveId == id && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; if (is_multiline) text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width @@ -3892,8 +3915,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 buf_display_end = buf_display + state->CurLenA; else buf_display_end = buf_display + strlen(buf_display); + + if (buf_display_end == buf_display && hint != NULL) + { + buf_display = hint; + buf_display_end = buf_display + strlen(buf_display); + text_color = ImGuiCol_TextDisabled; + } + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + { + IM_ASSERT(text_color != ImGuiCol_COUNT); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(text_color), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } } if (is_multiline) diff --git a/misc/cpp/imgui_stdlib.cpp b/misc/cpp/imgui_stdlib.cpp index 694813a48..fda60f4d8 100644 --- a/misc/cpp/imgui_stdlib.cpp +++ b/misc/cpp/imgui_stdlib.cpp @@ -63,3 +63,15 @@ bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2 cb_user_data.ChainCallbackUserData = user_data; return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); } + +bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} diff --git a/misc/cpp/imgui_stdlib.h b/misc/cpp/imgui_stdlib.h index 06b06b9ad..5bccb0323 100644 --- a/misc/cpp/imgui_stdlib.h +++ b/misc/cpp/imgui_stdlib.h @@ -19,4 +19,5 @@ namespace ImGui // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); } From c779fbb651a5979e0701949b90898e6b7cae3390 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Mar 2019 17:33:24 +0100 Subject: [PATCH 081/687] InputTextWithHint: Fix for Password fields. Update changelog, demo. (#2400) --- docs/CHANGELOG.txt | 4 +++- imgui_demo.cpp | 4 +++- imgui_widgets.cpp | 60 +++++++++++++++++++--------------------------- 3 files changed, 30 insertions(+), 38 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7f002f30b..1f9280089 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,7 +45,9 @@ Other Changes: - Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. - We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) + We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) +- Added InputTextWithHint() to display a description/hint in the text box when no text + has been entered. (#2400) [@Organic-Code, @ocornut] - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. - Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) - Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1ecf49b86..f8f23c2fa 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -770,6 +770,7 @@ static void ShowDemoWindowWidgets() // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); ShowHelpMarker("Only makes a difference if the popup is larger than the combo"); if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) @@ -934,6 +935,7 @@ static void ShowDemoWindowWidgets() static char bufpass[64] = "password123"; ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); ImGui::TreePop(); @@ -2177,7 +2179,7 @@ static void ShowDemoWindowPopups() // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call. // So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above. - ImGui::Text("(You can also right-click me to the same popup as above.)"); + ImGui::Text("(You can also right-click me to open the same popup as above.)"); ImGui::OpenPopupOnItemClick("item context menu", 1); // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 388d55477..bb514efc0 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2904,7 +2904,8 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) @@ -3364,8 +3365,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool value_changed = false; bool enter_pressed = false; + // Select the buffer to render. + const char* buf_display = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + const bool is_displaying_hint = (hint != NULL && buf_display[0] == 0); + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + // Password pushes a temporary font with only a fallback glyph - if (is_password) + if (is_password && !is_displaying_hint) { const ImFontGlyph* glyph = g.Font->FindGlyph('*'); ImFont* password_font = &g.InputTextPasswordFont; @@ -3729,14 +3740,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; - const char* buf_display = NULL; - const char* buf_display_end = NULL; - ImGuiCol text_color = ImGuiCol_COUNT; // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. if (render_cursor || render_selection) { + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) @@ -3868,25 +3879,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } - if (state->CurLenA != 0 || hint == NULL) - { - buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; - buf_display_end = buf_display + state->CurLenA; - text_color = ImGuiCol_Text; - } - else - { - buf_display = hint; - buf_display_end = hint + strlen(hint); - text_color = ImGuiCol_TextDisabled; - } - - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { - IM_ASSERT(text_color != ImGuiCol_COUNT); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(text_color), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } // Draw blinking cursor @@ -3907,26 +3904,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { // Render text only (no selection, no cursor) - text_color = ImGuiCol_Text; - buf_display = (g.ActiveId == id && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; if (is_multiline) text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width - else if (g.ActiveId == id) + else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; - else + else if (!is_displaying_hint) buf_display_end = buf_display + strlen(buf_display); - if (buf_display_end == buf_display && hint != NULL) - { - buf_display = hint; - buf_display_end = buf_display + strlen(buf_display); - text_color = ImGuiCol_TextDisabled; - } - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { - IM_ASSERT(text_color != ImGuiCol_COUNT); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, GetColorU32(text_color), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } } @@ -3937,11 +3925,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); } - if (is_password) + if (is_password && !is_displaying_hint) PopFont(); // Log as text - if (g.LogEnabled && !is_password) + if (g.LogEnabled && !(is_password && !is_displaying_hint)) LogRenderedText(&draw_pos, buf_display, buf_display_end); if (label_size.x > 0) From 510342f02483f930c2f07e24e05ced024bbd6bef Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Mar 2019 18:00:04 +0100 Subject: [PATCH 082/687] Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) --- docs/CHANGELOG.txt | 1 + examples/example_win32_directx10/main.cpp | 2 +- examples/example_win32_directx11/main.cpp | 2 +- examples/example_win32_directx9/main.cpp | 82 +++++++++++++---------- 4 files changed, 51 insertions(+), 36 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1f9280089..722ca6102 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -84,6 +84,7 @@ Other Changes: - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] +- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) ----------------------------------------------------------------------- diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 344af239a..7e3dd9226 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -18,7 +18,7 @@ static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; void CreateRenderTarget() { ID3D10Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer); + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); pBackBuffer->Release(); } diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index 7cfa0abca..a08c8cb44 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -18,7 +18,7 @@ static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; void CreateRenderTarget() { ID3D11Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); pBackBuffer->Release(); } diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 11ef1bac6..eee800e06 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -10,8 +10,44 @@ #include // Data +static LPDIRECT3D9 g_pD3D = NULL; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static D3DPRESENT_PARAMETERS g_d3dpp; +static D3DPRESENT_PARAMETERS g_d3dpp = {}; + +HRESULT CreateDeviceD3D(HWND hWnd) +{ + if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + return E_FAIL; + + // Create the D3DDevice + ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); + g_d3dpp.Windowed = TRUE; + g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + g_d3dpp.EnableAutoDepthStencil = TRUE; + g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync + //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate + if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) + return E_FAIL; + + return S_OK; +} + +void CleanupDeviceD3D() +{ + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } +} + +void ResetDevice() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); + if (hr == D3DERR_INVALIDCALL) + IM_ASSERT(0); + ImGui_ImplDX9_CreateDeviceObjects(); +} extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) @@ -24,13 +60,9 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_d3dpp.BackBufferWidth = LOWORD(lParam); + g_d3dpp.BackBufferWidth = LOWORD(lParam); g_d3dpp.BackBufferHeight = HIWORD(lParam); - HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); - if (hr == D3DERR_INVALIDCALL) - IM_ASSERT(0); - ImGui_ImplDX9_CreateDeviceObjects(); + ResetDevice(); } return 0; case WM_SYSCOMMAND: @@ -52,28 +84,16 @@ int main(int, char**) HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - LPDIRECT3D9 pD3D; - if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + if (CreateDeviceD3D(hwnd) < 0) { + CleanupDeviceD3D(); UnregisterClass(wc.lpszClassName, wc.hInstance); - return 0; + return 1; } - ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); - g_d3dpp.Windowed = TRUE; - g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; - g_d3dpp.EnableAutoDepthStencil = TRUE; - g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; - g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync - //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate - // Create the D3DDevice - if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) - { - pD3D->Release(); - UnregisterClass(wc.lpszClassName, wc.hInstance); - return 0; - } + // Show the window + ShowWindow(hwnd, SW_SHOWDEFAULT); + UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -104,6 +124,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -111,8 +132,6 @@ int main(int, char**) // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); while (msg.message != WM_QUIT) { // Poll and handle messages (inputs, window resize, etc.) @@ -186,19 +205,14 @@ int main(int, char**) // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) - { - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice->Reset(&g_d3dpp); - ImGui_ImplDX9_CreateDeviceObjects(); - } + ResetDevice(); } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - if (g_pd3dDevice) g_pd3dDevice->Release(); - if (pD3D) pD3D->Release(); + CleanupDeviceD3D(); DestroyWindow(hwnd); UnregisterClass(wc.lpszClassName, wc.hInstance); From ea8158acdf943ed90f0d3f7c72bddae5ee30f005 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Mar 2019 18:19:28 +0100 Subject: [PATCH 083/687] Demo: Renamed ShowHelpMarker() -> HelpMarker(). Fixed minor PVS warning. Removed unnecessary casts. --- imgui_demo.cpp | 110 +++++++++++++++++++++++----------------------- imgui_widgets.cpp | 14 +++--- 2 files changed, 62 insertions(+), 62 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index f8f23c2fa..13757b299 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -126,7 +126,7 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. -static void ShowHelpMarker(const char* desc) +static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) @@ -311,9 +311,9 @@ void ImGui::ShowDemoWindow(bool* p_open) { ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); - ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely! { @@ -326,21 +326,21 @@ void ImGui::ShowDemoWindow(bool* p_open) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); - ImGui::SameLine(); ShowHelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); ShowHelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); ShowHelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); ImGui::TreePop(); ImGui::Separator(); } if (ImGui::TreeNode("Backend Flags")) { - ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); + HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags. ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); @@ -359,7 +359,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Capture/Logging")) { ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded."); - ShowHelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button."); ImGui::LogButtons(); ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output."); if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) @@ -476,20 +476,20 @@ static void ShowDemoWindowWidgets() const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); } { static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); - ImGui::SameLine(); ShowHelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); + ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); static char str1[128] = ""; ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); static int i0 = 123; ImGui::InputInt("input int", &i0); - ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); + ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); static float f0 = 0.001f; ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); @@ -499,7 +499,7 @@ static void ShowDemoWindowWidgets() static float f1 = 1.e10f; ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); - ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); + ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; ImGui::InputFloat3("input float3", vec4a); @@ -508,7 +508,7 @@ static void ShowDemoWindowWidgets() { static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); - ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); @@ -520,7 +520,7 @@ static void ShowDemoWindowWidgets() { static int i1=0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); static float f1=0.123f, f2=0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); @@ -533,7 +533,7 @@ static void ShowDemoWindowWidgets() static float col1[3] = { 1.0f,0.0f,0.2f }; static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; ImGui::ColorEdit3("color 1", col1); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); ImGui::ColorEdit4("color 2", col2); } @@ -576,7 +576,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Advanced, with Selectable nodes")) { - ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + HelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); static bool align_label_with_current_x_position = false; ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Text("Hello!"); @@ -663,7 +663,7 @@ static void ShowDemoWindowWidgets() ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); ShowHelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); } @@ -770,7 +770,7 @@ static void ShowDemoWindowWidgets() // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); ShowHelpMarker("Only makes a difference if the popup is larger than the combo"); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) @@ -841,7 +841,7 @@ static void ShowDemoWindowWidgets() } if (ImGui::TreeNode("Selection State: Multiple Selection")) { - ShowHelpMarker("Hold CTRL and click to select multiple items."); + HelpMarker("Hold CTRL and click to select multiple items."); static bool selection[5] = { false, false, false, false, false }; for (int n = 0; n < 5; n++) { @@ -901,7 +901,7 @@ static void ShowDemoWindowWidgets() } if (ImGui::TreeNode("Alignment")) { - ShowHelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()."); + HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()."); static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; for (int y = 0; y < 3; y++) { @@ -934,7 +934,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("Password input"); static char bufpass[64] = "password123"; ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); @@ -958,7 +958,7 @@ static void ShowDemoWindowWidgets() "\tlock cmpxchg8b eax\n"; static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - ShowHelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); @@ -1042,12 +1042,12 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); ImGui::Text("Color widget HSV with Alpha:"); @@ -1057,7 +1057,7 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); ShowHelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup."); + ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup."); ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); ImGui::Text("Color button with Custom Picker Popup:"); @@ -1149,9 +1149,9 @@ static void ShowDemoWindowWidgets() } } ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); - ImGui::SameLine(); ShowHelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode."); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; @@ -1165,7 +1165,7 @@ static void ShowDemoWindowWidgets() ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui::Text("Programmatically set defaults:"); - ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); + ImGui::SameLine(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) @@ -1230,7 +1230,7 @@ static void ShowDemoWindowWidgets() const float drag_speed = 0.2f; static bool drag_clamp = false; ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); ShowHelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); @@ -1240,7 +1240,7 @@ static void ShowDemoWindowWidgets() ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); - ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); ShowHelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); + ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f); ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); @@ -1589,7 +1589,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Child windows")) { - ShowHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); static bool disable_mouse_wheel = false; static bool disable_menu = false; ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); @@ -1673,31 +1673,31 @@ static void ShowDemoWindowLayout() { static float f = 0.0f; ImGui::Text("PushItemWidth(100)"); - ImGui::SameLine(); ShowHelpMarker("Fixed width."); + ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::PushItemWidth(100); ImGui::DragFloat("float##1", &f); ImGui::PopItemWidth(); ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of window width."); + ImGui::SameLine(); HelpMarker("Half of window width."); ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::DragFloat("float##2", &f); ImGui::PopItemWidth(); ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); ImGui::DragFloat("float##3", &f); ImGui::PopItemWidth(); ImGui::Text("PushItemWidth(-100)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); ImGui::PushItemWidth(-100); ImGui::DragFloat("float##4", &f); ImGui::PopItemWidth(); ImGui::Text("PushItemWidth(-1)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge"); + ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); ImGui::DragFloat("float##5", &f); ImGui::PopItemWidth(); @@ -1866,7 +1866,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Groups")) { - ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); ImGui::BeginGroup(); { ImGui::BeginGroup(); @@ -1910,7 +1910,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Text Baseline Alignment")) { - ShowHelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); @@ -1965,7 +1965,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Scrolling")) { - ShowHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); static bool track = true; static int track_line = 50, scroll_to_px = 200; @@ -2007,7 +2007,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Horizontal Scrolling")) { - ShowHelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); + HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); @@ -2460,7 +2460,7 @@ static void ShowDemoWindowColumns() } bool node_open = ImGui::TreeNode("Tree within single cell"); - ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); + ImGui::SameLine(); HelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); if (node_open) { ImGui::Columns(2, "tree items"); @@ -2543,7 +2543,7 @@ static void ShowDemoWindowMisc() ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); ImGui::PushAllowKeyboardFocus(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); - //ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); + //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); @@ -2621,7 +2621,7 @@ static void ShowDemoWindowMisc() ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); ImGui::Text("Hover to see mouse cursors:"); - ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); + ImGui::SameLine(); HelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; @@ -2799,7 +2799,7 @@ void ImGui::ShowFontSelector(const char* label) ImGui::EndCombo(); } ImGui::SameLine(); - ShowHelpMarker( + HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" "- Read FAQ and documentation in misc/fonts/ for more details.\n" @@ -2842,7 +2842,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); ImGui::Separator(); @@ -2875,9 +2875,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a selectable is larger than its text content."); - ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); } @@ -2912,7 +2912,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine(); - ShowHelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); + HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui::PushItemWidth(-160); @@ -2944,7 +2944,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; - ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); + HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); ImGui::PushItemWidth(120); for (int i = 0; i < atlas->Fonts.Size; i++) { @@ -2958,7 +2958,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("The quick brown fox jumps over the lazy dog"); ImGui::PopFont(); ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font - ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); + ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); @@ -3027,7 +3027,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::BeginTabItem("Rendering")) { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(100); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f); @@ -3701,7 +3701,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) return; } - ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API."); + HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API."); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2)); ImGui::Columns(2); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bb514efc0..0e63a14d8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1155,7 +1155,7 @@ void ImGui::Separator() // Those flags should eventually be overridable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected if (flags & ImGuiSeparatorFlags_Vertical) { VerticalSeparator(); @@ -3366,7 +3366,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool enter_pressed = false; // Select the buffer to render. - const char* buf_display = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf; + const char* buf_display = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid) ? state->TextA.Data : buf; const char* buf_display_end = NULL; // We have specialized paths below for setting the length const bool is_displaying_hint = (hint != NULL && buf_display[0] == 0); if (is_displaying_hint) @@ -3745,6 +3745,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. if (render_cursor || render_selection) { + IM_ASSERT(state != NULL); if (!is_displaying_hint) buf_display_end = buf_display + state->CurLenA; @@ -3755,7 +3756,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - IM_ASSERT(state != NULL); const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; @@ -4266,7 +4266,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Read stored options if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -4637,9 +4637,9 @@ void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DisplayMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected g.ColorEditOptions = flags; } From 8464df1f6e0e7349e2fc4db797bbc552358b9078 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Mar 2019 19:12:53 +0100 Subject: [PATCH 084/687] Internals: ColorEdit: Minor optimizations. Initialize internal arrays as static const, avoid unnecessary HSV->RGB conversion. --- imgui_widgets.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0e63a14d8..965cef979 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4022,14 +4022,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); - const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; - const char* fmt_table_int[3][4] = + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = { { "%3d", "%3d", "%3d", "%3d" }, // Short display { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA }; - const char* fmt_table_float[3][4] = + static const char* fmt_table_float[3][4] = { { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA @@ -4129,21 +4129,19 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } // Convert back - if (picker_active_window == NULL) + if (value_changed && picker_active_window == NULL) { if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if (flags & ImGuiColorEditFlags_DisplayHSV) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - if (value_changed) - { - col[0] = f[0]; - col[1] = f[1]; - col[2] = f[2]; - if (alpha) - col[3] = f[3]; - } + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; } PopID(); @@ -4395,12 +4393,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { Text("Original"); ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) { memcpy(col, ref_col, components * sizeof(float)); value_changed = true; From 1c23981782a9c1c20b97f6a5bfb101f29b5bca55 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 7 Mar 2019 16:09:11 +0100 Subject: [PATCH 085/687] Made ImS8 and ImS16 explicitly signed in case some crazy SDK decide to flip the signedness over. (#2408) --- imgui.h | 4 ++-- imgui_widgets.cpp | 8 ++++---- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/imgui.h b/imgui.h index 748313ec0..9ee597bf8 100644 --- a/imgui.h +++ b/imgui.h @@ -150,9 +150,9 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types -typedef char ImS8; // 8-bit signed integer == char +typedef signed char ImS8; // 8-bit signed integer == char typedef unsigned char ImU8; // 8-bit unsigned integer -typedef short ImS16; // 16-bit signed integer +typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 965cef979..0f52b454a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -74,12 +74,12 @@ Index of this file: //------------------------------------------------------------------------- // Those MIN/MAX values are not define because we need to point to them -static const char IM_S8_MIN = -128; -static const char IM_S8_MAX = 127; +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; static const unsigned char IM_U8_MIN = 0; static const unsigned char IM_U8_MAX = 0xFF; -static const short IM_S16_MIN = -32768; -static const short IM_S16_MAX = 32767; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; static const unsigned short IM_U16_MIN = 0; static const unsigned short IM_U16_MAX = 0xFFFF; static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); From e9651aaa77ae1b58ee824a3958141bbb1bcbe12e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 7 Mar 2019 17:45:59 +0100 Subject: [PATCH 086/687] TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 6 ++++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 722ca6102..7894556e4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,8 @@ Other Changes: - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) +- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with + scrolling policy enabled) or if is currently appearing. - Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0f52b454a..f276b3f78 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6592,6 +6592,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; // Lock visibility bool tab_contents_visible = (tab_bar->VisibleTabId == id); @@ -6643,9 +6645,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - hovered |= (g.HoveredId == id); - if (pressed || ((flags & ImGuiTabItemFlags_SetSelected) && !tab_contents_visible)) // SetSelected can only be passed on explicit tab bar + if (pressed) tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (!held) From f717df4eb6892cde25c711e76abcdc72db4782e3 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 7 Mar 2019 18:21:56 +0100 Subject: [PATCH 087/687] Internal: Columns: Allow to use BeginColumns(1) so code designed for variable number of columns can still call NextColumn etc. (#125) --- imgui.cpp | 27 +++++++++++++++++++++------ 1 file changed, 21 insertions(+), 6 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4805c6731..35ba2d7e7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8210,10 +8210,18 @@ void ImGui::NextColumn() return; ImGuiContext& g = *GImGui; + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); PopClipRect(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (++columns->Current < columns->Count) { @@ -8223,6 +8231,7 @@ void ImGui::NextColumn() } else { + // New line window->DC.ColumnsOffset.x = 0.0f; window->DrawList->ChannelsSetCurrent(0); columns->Current = 0; @@ -8377,7 +8386,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count > 1); + IM_ASSERT(columns_count >= 1); IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. @@ -8431,8 +8440,11 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag column->ClipRect.ClipWith(window->ClipRect); } - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(columns->Count); + PushColumnClipRect(); + } PushItemWidth(GetColumnWidth() * 0.65f); } @@ -8444,8 +8456,11 @@ void ImGui::EndColumns() IM_ASSERT(columns != NULL); PopItemWidth(); - PopClipRect(); - window->DrawList->ChannelsMerge(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); window->DC.CursorPos.y = columns->LineMaxY; From 3b11505481c66a254b62d466deb9b4634efd7bd5 Mon Sep 17 00:00:00 2001 From: Bruce Mitchener Date: Fri, 8 Mar 2019 23:52:32 +0700 Subject: [PATCH 088/687] Fix typos. (#2411) --- imgui.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/imgui.h b/imgui.h index 9ee597bf8..86cbf4734 100644 --- a/imgui.h +++ b/imgui.h @@ -533,7 +533,7 @@ namespace ImGui // Tooltips IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); - IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip(). + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); // Popups, Modals @@ -700,7 +700,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window - ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame @@ -710,7 +710,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state - ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) @@ -832,7 +832,7 @@ enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. - ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() }; @@ -1325,7 +1325,7 @@ struct ImGuiIO bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. //------------------------------------------------------------------ @@ -1547,7 +1547,7 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; // Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. struct ImNewDummy {}; inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new() +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } @@ -1713,7 +1713,7 @@ struct ImGuiListClipper #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 -// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) +// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. From 66936880ba87fa0d5e8e17b3954763038362b361 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Mar 2019 17:33:44 +0100 Subject: [PATCH 089/687] Moved placeholder sections to match Docking branch. Comments. --- imgui.cpp | 25 +++++++++++++++---------- imgui.h | 5 +++-- 2 files changed, 18 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 35ba2d7e7..3984a2b21 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7158,11 +7158,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) return window->Pos; } -//----------------------------------------------------------------------------- -// [SECTION] VIEWPORTS, PLATFORM WINDOWS -//----------------------------------------------------------------------------- - -// (this section is filled in the 'viewport' and 'docking' branches) //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION @@ -8829,11 +8824,6 @@ void ImGui::EndDragDropTarget() g.DragDropWithinSourceOrTarget = false; } -//----------------------------------------------------------------------------- -// [SECTION] DOCKING -//----------------------------------------------------------------------------- - -// (this section is filled in the 'docking' branch) //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING @@ -9254,6 +9244,21 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting } } + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- diff --git a/imgui.h b/imgui.h index 86cbf4734..c8f265e48 100644 --- a/imgui.h +++ b/imgui.h @@ -464,7 +464,8 @@ namespace ImGui IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) - // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); @@ -475,7 +476,7 @@ namespace ImGui // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); From 8e0e91827f3bf6e809716635128f7a3791dbec83 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Mar 2019 17:46:04 +0100 Subject: [PATCH 090/687] ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 6 +++--- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7894556e4..0c6d63b1f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -64,6 +64,8 @@ Other Changes: when manipulating the scrollbar of a multi-line input text. - ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window while dragging its title bar. (#2389) +- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never + reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] - MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f276b3f78..beb8b534e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4648,9 +4648,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); BeginTooltipEx(0, true); - const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { @@ -4659,7 +4657,9 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags } ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); - ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); if (flags & ImGuiColorEditFlags_NoAlpha) Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); From 79bb4ce128451a32c24c81178f50063bfb641bed Mon Sep 17 00:00:00 2001 From: Haldean Brown Date: Thu, 7 Mar 2019 15:31:29 +0100 Subject: [PATCH 091/687] Added ImGuiColorEditFlagsFlags_InputHSV. (#2383, #2384) --- docs/CHANGELOG.txt | 3 ++ imgui.h | 15 ++++-- imgui_demo.cpp | 10 ++++ imgui_widgets.cpp | 122 +++++++++++++++++++++++++++++++++++---------- 4 files changed, 118 insertions(+), 32 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0c6d63b1f..ff2f387b1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -62,6 +62,9 @@ Other Changes: - InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. +- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color + values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). + (#2383, #2384) [@haldean] - ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window while dragging its title bar. (#2389) - ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never diff --git a/imgui.h b/imgui.h index c8f265e48..9a97374e6 100644 --- a/imgui.h +++ b/imgui.h @@ -1117,8 +1117,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). - // The intent is that you probably don't want to override them in most of your calls, let the user choose via the option menu and/or call SetColorEditOptions() during startup. + // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. @@ -1128,14 +1127,20 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. - ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. - ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 13757b299..767fcb061 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1171,6 +1171,16 @@ static void ShowDemoWindowWidgets() if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f); + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); + ImGui::TreePop(); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index beb8b534e..de0bf6b94 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4000,7 +4000,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -4008,7 +4012,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_DisplayHSV) + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4113,8 +4119,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag TextEx(label, label_display_end); Spacing(); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); PopItemWidth(); @@ -4134,8 +4140,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_DisplayHSV) + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); col[0] = f[0]; col[1] = f[1]; @@ -4151,16 +4159,21 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { + bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 - value_changed = true; + value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) { memcpy((float*)col, payload->Data, sizeof(float) * components); - value_changed = true; + value_changed = accepted_drag_drop = true; } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); EndDragDropTarget(); } @@ -4239,6 +4252,7 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { @@ -4264,7 +4278,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Read stored options if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -4293,8 +4310,12 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. - float H,S,V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V); + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + ColorConvertRGBtoHSV(R, G, B, H, S, V); + else if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(H, S, V, R, G, B); bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4394,7 +4415,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { @@ -4412,14 +4433,25 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Convert back color to RGB if (value_changed_h || value_changed_sv) - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } // R,G,B and H,S,V slider color editor bool value_changed_fix_hue_wrap = false; if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) @@ -4437,7 +4469,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } // Try to cancel hue wrap (after ColorEdit4 call), if any - if (value_changed_fix_hue_wrap) + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) { float new_H, new_S, new_V; ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); @@ -4450,9 +4482,27 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f)); + ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; @@ -4552,6 +4602,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // A little colored square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) { ImGuiWindow* window = GetCurrentWindow(); @@ -4576,22 +4627,26 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (flags & ImGuiColorEditFlags_NoAlpha) flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); - ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f); + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. bb_inner.Expand(off); - if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f) + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); - RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha; + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else @@ -4608,9 +4663,9 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) { if (flags & ImGuiColorEditFlags_NoAlpha) - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); else - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); ColorButton(desc_id, col, flags); SameLine(); TextEx("Color"); @@ -4619,7 +4674,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); if (pressed) MarkItemEdited(id); @@ -4637,9 +4692,12 @@ void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected g.ColorEditOptions = flags; } @@ -4659,12 +4717,22 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); - else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } EndTooltip(); } From 17c567c3a9f43cbb7b82af4295b91cde3366cd38 Mon Sep 17 00:00:00 2001 From: Bruce Mitchener Date: Sat, 9 Mar 2019 00:05:20 +0700 Subject: [PATCH 092/687] Don't use const qualified parameters in declarations. This fixes warnings from clang-tidy like this: parameter 'v_max' is const-qualified in the function declaration; const-qualification of parameters only has an effect in function definitions Since values (rather than references or pointers) don't need to be const, they don't need to be marked that way in the function declaration. --- imgui.cpp | 2 +- imgui.h | 4 ++-- imgui_internal.h | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3984a2b21..f2516c1dc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1025,7 +1025,7 @@ static void NavUpdateWindowingList(); static void NavUpdateMoveResult(); static float NavUpdatePageUpPageDown(int allowed_dir_flags); static inline void NavUpdateAnyRequestFlag(); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); diff --git a/imgui.h b/imgui.h index 9a97374e6..2fbf4fc31 100644 --- a/imgui.h +++ b/imgui.h @@ -1867,8 +1867,8 @@ struct ImDrawList 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); 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); 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); - IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() diff --git a/imgui_internal.h b/imgui_internal.h index 576e33667..e76d10aad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1539,8 +1539,8 @@ namespace ImGui // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags); - template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); From b5d57a6615d7d547f1afd8b729a686fea46621b0 Mon Sep 17 00:00:00 2001 From: Bruce Mitchener Date: Sat, 9 Mar 2019 16:10:17 +0700 Subject: [PATCH 093/687] Fix typos. (#2413) --- docs/TODO.txt | 4 ++-- examples/imgui_impl_metal.mm | 2 +- examples/imgui_impl_win32.cpp | 2 +- imgui.cpp | 4 ++-- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- 6 files changed, 8 insertions(+), 8 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 85696c1ea..0ede38972 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -149,7 +149,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - knob: rotating knob widget (#942) - drag float: power/logarithmic slider and drags are weird. (#1316) - drag float: up/down axis - - drag float: power != 0.0f with current value being outside the the range keeps the value stuck. + - drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - combo: use clipper: make it easier to disable clipper with a single flag. @@ -315,7 +315,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - remote: make a system like RemoteImGui first-class citizen/project (#75) - - demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users. + - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. - demo: add vertical separator demo - demo: add virtual scrolling example? - demo: demonstrate Plot offset diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index a1ed7d748..95de91c62 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -283,7 +283,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects() - (_Nullable id)renderPipelineStateForFrameAndDevice:(id)device { // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame - // Thie hit rate for this cache should be very near 100%. + // The hit rate for this cache should be very near 100%. id renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor]; if (renderPipelineState == nil) diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 4690f3e78..524923c32 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -247,7 +247,7 @@ void ImGui_ImplWin32_NewFrame() // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { diff --git a/imgui.cpp b/imgui.cpp index f2516c1dc..47dc7526a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -771,7 +771,7 @@ CODE Q: How can I use my own math types instead of ImVec2/ImVec4? A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2. + This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. Q: How can I load a different font than the default? A: Use the font atlas to load the TTF/OTF file you want: @@ -958,7 +958,7 @@ CODE #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 25ce75fea..52175e296 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -55,7 +55,7 @@ Index of this file: #ifdef __clang__ #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 diff --git a/imgui_internal.h b/imgui_internal.h index e76d10aad..1ff750c56 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -643,7 +643,7 @@ struct ImGuiPopupRef ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* ParentWindow; // Set on OpenPopup() int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup }; From 6767b0a1b0c1175b701b0371c3def26abd69ee5b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Mar 2019 16:00:18 +0100 Subject: [PATCH 094/687] Examples: Win32+DirectX: moved helper functions below main. --- examples/example_win32_directx10/main.cpp | 183 ++++---- examples/example_win32_directx11/main.cpp | 188 ++++---- examples/example_win32_directx12/main.cpp | 496 +++++++++++----------- examples/example_win32_directx9/main.cpp | 154 +++---- 4 files changed, 533 insertions(+), 488 deletions(-) diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 7e3dd9226..c3fc03af3 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -15,100 +15,32 @@ static ID3D10Device* g_pd3dDevice = NULL; static IDXGISwapChain* g_pSwapChain = NULL; static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; -void CreateRenderTarget() -{ - ID3D10Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); - pBackBuffer->Release(); -} - -void CleanupRenderTarget() -{ - if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC sd; - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - - UINT createDeviceFlags = 0; - //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; - if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) - return E_FAIL; - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - CleanupRenderTarget(); - g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); - CreateRenderTarget(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -139,6 +71,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -153,10 +86,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -217,8 +150,86 @@ int main(int, char**) ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; + if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D10Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index a08c8cb44..3eff1d968 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -15,103 +15,32 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static IDXGISwapChain* g_pSwapChain = NULL; static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; -void CreateRenderTarget() -{ - ID3D11Texture2D* pBackBuffer; - g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); - pBackBuffer->Release(); -} - -void CleanupRenderTarget() -{ - if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC sd; - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - - UINT createDeviceFlags = 0; - //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; - D3D_FEATURE_LEVEL featureLevel; - const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; - if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) - return E_FAIL; - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - CleanupRenderTarget(); - g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); - CreateRenderTarget(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -157,10 +86,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -221,8 +150,89 @@ int main(int, char**) ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index c650d1932..6f3066608 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -36,255 +36,35 @@ static HANDLE g_hSwapChainWaitableObject = NULL; static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; -void CreateRenderTarget() -{ - ID3D12Resource* pBackBuffer; - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) - { - g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); - g_mainRenderTargetResource[i] = pBackBuffer; - } -} - -void WaitForLastSubmittedFrame() -{ - FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; - - UINT64 fenceValue = frameCtxt->FenceValue; - if (fenceValue == 0) - return; // No fence was signaled - - frameCtxt->FenceValue = 0; - if (g_fence->GetCompletedValue() >= fenceValue) - return; - - g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); - WaitForSingleObject(g_fenceEvent, INFINITE); -} - -FrameContext* WaitForNextFrameResources() -{ - UINT nextFrameIndex = g_frameIndex + 1; - g_frameIndex = nextFrameIndex; - - HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; - DWORD numWaitableObjects = 1; - - FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; - UINT64 fenceValue = frameCtxt->FenceValue; - if (fenceValue != 0) // means no fence was signaled - { - frameCtxt->FenceValue = 0; - g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); - waitableObjects[1] = g_fenceEvent; - numWaitableObjects = 2; - } - - WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); - - return frameCtxt; -} - -void ResizeSwapChain(HWND hWnd, int width, int height) -{ - DXGI_SWAP_CHAIN_DESC1 sd; - g_pSwapChain->GetDesc1(&sd); - sd.Width = width; - sd.Height = height; - - IDXGIFactory4* dxgiFactory = NULL; - g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); - - g_pSwapChain->Release(); - CloseHandle(g_hSwapChainWaitableObject); - - IDXGISwapChain1* swapChain1 = NULL; - dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); - swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); - swapChain1->Release(); - dxgiFactory->Release(); - - g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); - - g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); - assert(g_hSwapChainWaitableObject != NULL); -} - -void CleanupRenderTarget() -{ - WaitForLastSubmittedFrame(); - - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) - if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } -} - -HRESULT CreateDeviceD3D(HWND hWnd) -{ - // Setup swap chain - DXGI_SWAP_CHAIN_DESC1 sd; - { - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = NUM_BACK_BUFFERS; - sd.Width = 0; - sd.Height = 0; - sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - sd.Scaling = DXGI_SCALING_STRETCH; - sd.Stereo = FALSE; - } - - if (DX12_ENABLE_DEBUG_LAYER) - { - ID3D12Debug* dx12Debug = NULL; - if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) - { - dx12Debug->EnableDebugLayer(); - dx12Debug->Release(); - } - } - - D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; - if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) - return E_FAIL; - - { - D3D12_DESCRIPTOR_HEAP_DESC desc = {}; - desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - desc.NumDescriptors = NUM_BACK_BUFFERS; - desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; - desc.NodeMask = 1; - if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) - return E_FAIL; - - SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) - { - g_mainRenderTargetDescriptor[i] = rtvHandle; - rtvHandle.ptr += rtvDescriptorSize; - } - } - - { - D3D12_DESCRIPTOR_HEAP_DESC desc = {}; - desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; - desc.NumDescriptors = 1; - desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; - if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) - return E_FAIL; - } - - { - D3D12_COMMAND_QUEUE_DESC desc = {}; - desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - desc.NodeMask = 1; - if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) - return E_FAIL; - } - - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) - if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) - return E_FAIL; - - if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || - g_pd3dCommandList->Close() != S_OK) - return E_FAIL; - - if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) - return E_FAIL; - - g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); - if (g_fenceEvent == NULL) - return E_FAIL; - - { - IDXGIFactory4* dxgiFactory = NULL; - IDXGISwapChain1* swapChain1 = NULL; - if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || - dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || - swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) - return E_FAIL; - swapChain1->Release(); - dxgiFactory->Release(); - g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); - g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); - } - - CreateRenderTarget(); - - return S_OK; -} - -void CleanupDeviceD3D() -{ - CleanupRenderTarget(); - if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } - if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) - if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } - if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } - if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } - if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } - if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } - if (g_fence) { g_fence->Release(); g_fence = NULL; } - if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - ImGui_ImplDX12_InvalidateDeviceObjects(); - CleanupRenderTarget(); - ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); - CreateRenderTarget(); - ImGui_ImplDX12_CreateDeviceObjects(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +void WaitForLastSubmittedFrame(); +FrameContext* WaitForNextFrameResources(); +void ResizeSwapChain(HWND hWnd, int width, int height); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -318,6 +98,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -332,10 +113,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -423,8 +204,241 @@ int main(int, char**) ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC1 sd; + { + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = NUM_BACK_BUFFERS; + sd.Width = 0; + sd.Height = 0; + sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd.Scaling = DXGI_SCALING_STRETCH; + sd.Stereo = FALSE; + } + + if (DX12_ENABLE_DEBUG_LAYER) + { + ID3D12Debug* dx12Debug = NULL; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) + { + dx12Debug->EnableDebugLayer(); + dx12Debug->Release(); + } + } + + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; + if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) + return false; + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) + return false; + + SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_mainRenderTargetDescriptor[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) + return false; + } + + { + D3D12_COMMAND_QUEUE_DESC desc = {}; + desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) + return false; + } + + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) + return false; + + if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || + g_pd3dCommandList->Close() != S_OK) + return false; + + if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) + return false; + + g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); + if (g_fenceEvent == NULL) + return false; + + { + IDXGIFactory4* dxgiFactory = NULL; + IDXGISwapChain1* swapChain1 = NULL; + if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || + dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || + swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) + return false; + swapChain1->Release(); + dxgiFactory->Release(); + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + } + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } + if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } + if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } + if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } + if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } + if (g_fence) { g_fence->Release(); g_fence = NULL; } + if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D12Resource* pBackBuffer; + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); + g_mainRenderTargetResource[i] = pBackBuffer; + } +} + +void CleanupRenderTarget() +{ + WaitForLastSubmittedFrame(); + + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } +} + +void WaitForLastSubmittedFrame() +{ + FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + + UINT64 fenceValue = frameCtxt->FenceValue; + if (fenceValue == 0) + return; // No fence was signaled + + frameCtxt->FenceValue = 0; + if (g_fence->GetCompletedValue() >= fenceValue) + return; + + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + WaitForSingleObject(g_fenceEvent, INFINITE); +} + +FrameContext* WaitForNextFrameResources() +{ + UINT nextFrameIndex = g_frameIndex + 1; + g_frameIndex = nextFrameIndex; + + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; + DWORD numWaitableObjects = 1; + + FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; + UINT64 fenceValue = frameCtxt->FenceValue; + if (fenceValue != 0) // means no fence was signaled + { + frameCtxt->FenceValue = 0; + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + waitableObjects[1] = g_fenceEvent; + numWaitableObjects = 2; + } + + WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); + + return frameCtxt; +} + +void ResizeSwapChain(HWND hWnd, int width, int height) +{ + DXGI_SWAP_CHAIN_DESC1 sd; + g_pSwapChain->GetDesc1(&sd); + sd.Width = width; + sd.Height = height; + + IDXGIFactory4* dxgiFactory = NULL; + g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); + + g_pSwapChain->Release(); + CloseHandle(g_hSwapChainWaitableObject); + + IDXGISwapChain1* swapChain1 = NULL; + dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); + swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); + swapChain1->Release(); + dxgiFactory->Release(); + + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + assert(g_hSwapChainWaitableObject != NULL); +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + ImGui_ImplDX12_InvalidateDeviceObjects(); + CleanupRenderTarget(); + ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); + CreateRenderTarget(); + ImGui_ImplDX12_CreateDeviceObjects(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index eee800e06..57ceadbf8 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -14,86 +14,31 @@ static LPDIRECT3D9 g_pD3D = NULL; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static D3DPRESENT_PARAMETERS g_d3dpp = {}; -HRESULT CreateDeviceD3D(HWND hWnd) -{ - if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) - return E_FAIL; - - // Create the D3DDevice - ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); - g_d3dpp.Windowed = TRUE; - g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; - g_d3dpp.EnableAutoDepthStencil = TRUE; - g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; - g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync - //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate - if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) - return E_FAIL; - - return S_OK; -} - -void CleanupDeviceD3D() -{ - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } - if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } -} - -void ResetDevice() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); - if (hr == D3DERR_INVALIDCALL) - IM_ASSERT(0); - ImGui_ImplDX9_CreateDeviceObjects(); -} - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) - return true; - - switch (msg) - { - case WM_SIZE: - if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) - { - g_d3dpp.BackBufferWidth = LOWORD(lParam); - g_d3dpp.BackBufferHeight = HIWORD(lParam); - ResetDevice(); - } - return 0; - case WM_SYSCOMMAND: - if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu - return 0; - break; - case WM_DESTROY: - PostQuitMessage(0); - return 0; - } - return DefWindowProc(hWnd, msg, wParam, lParam); -} +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void ResetDevice(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Main code int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; - RegisterClassEx(&wc); - HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D - if (CreateDeviceD3D(hwnd) < 0) + if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window - ShowWindow(hwnd, SW_SHOWDEFAULT); - UpdateWindow(hwnd); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -139,10 +84,10 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { - TranslateMessage(&msg); - DispatchMessage(&msg); + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); continue; } @@ -213,8 +158,73 @@ int main(int, char**) ImGui::DestroyContext(); CleanupDeviceD3D(); - DestroyWindow(hwnd); - UnregisterClass(wc.lpszClassName, wc.hInstance); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + return false; + + // Create the D3DDevice + ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); + g_d3dpp.Windowed = TRUE; + g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + g_d3dpp.EnableAutoDepthStencil = TRUE; + g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync + //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate + if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) + return false; + + return true; +} + +void CleanupDeviceD3D() +{ + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } +} + +void ResetDevice() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); + if (hr == D3DERR_INVALIDCALL) + IM_ASSERT(0); + ImGui_ImplDX9_CreateDeviceObjects(); +} + +// Win32 message handler +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + g_d3dpp.BackBufferWidth = LOWORD(lParam); + g_d3dpp.BackBufferHeight = HIWORD(lParam); + ResetDevice(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} From 65c2220049b876dbb083b9e2ec1d391d9c8e7817 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Mar 2019 20:14:56 +0100 Subject: [PATCH 095/687] Internal: Removed unused fields from ImGuiMenuColumns. --- imgui_internal.h | 3 +-- imgui_widgets.cpp | 11 +++++------ 2 files changed, 6 insertions(+), 8 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 1ff750c56..9132551a9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -568,10 +568,9 @@ struct ImGuiGroupData // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - int Count; float Spacing; float Width, NextWidth; - float Pos[4], NextWidths[4]; + float Pos[3], NextWidths[3]; ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index de0bf6b94..2f150387e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5674,7 +5674,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // Helpers for internal use ImGuiMenuColumns::ImGuiMenuColumns() { - Count = 0; Spacing = Width = NextWidth = 0.0f; memset(Pos, 0, sizeof(Pos)); memset(NextWidths, 0, sizeof(NextWidths)); @@ -5682,12 +5681,12 @@ ImGuiMenuColumns::ImGuiMenuColumns() void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { - IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); - Count = count; + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); Width = NextWidth = 0.0f; Spacing = spacing; - if (clear) memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < Count; i++) + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; @@ -5703,7 +5702,7 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v NextWidths[0] = ImMax(NextWidths[0], w0); NextWidths[1] = ImMax(NextWidths[1], w1); NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < 3; i++) + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); return ImMax(Width, NextWidth); } From a92c587c75c42334f064476c5ac25a450dfd6bf6 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Mar 2019 22:02:59 +0100 Subject: [PATCH 096/687] Added GetGlyphRangesVietnamese() helper. (#2403) --- docs/CHANGELOG.txt | 1 + imgui.h | 1 + imgui_draw.cpp | 17 +++++++++++++++++ 3 files changed, 19 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ff2f387b1..423844ff2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -85,6 +85,7 @@ Other Changes: - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). - Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. - Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] diff --git a/imgui.h b/imgui.h index 2fbf4fc31..6616ace3f 100644 --- a/imgui.h +++ b/imgui.h @@ -2047,6 +2047,7 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters //------------------------------------------- // Custom Rectangles/Glyphs API diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 52175e296..203b6f7b8 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2346,6 +2346,23 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder //----------------------------------------------------------------------------- From 897badec7a96ddbe727bd25e9fac3575591d1198 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 11:24:49 +0100 Subject: [PATCH 097/687] Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). --- docs/CHANGELOG.txt | 1 + imgui_demo.cpp | 115 ++++++++++++++++++++++++++++-------------- misc/fonts/README.txt | 3 ++ 3 files changed, 82 insertions(+), 37 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 423844ff2..f91d4b295 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -88,6 +88,7 @@ Other Changes: - ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). - Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. +- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). - Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 767fcb061..40a674dd9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -921,48 +921,89 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - if (ImGui::TreeNode("Filtered Text Input")) + if (ImGui::TreeNode("Text Input")) { - static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); - static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); - static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); - static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); - struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; - static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; - ImGui::Text("Password input"); - static char bufpass[64] = "password123"; - ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } - ImGui::TreePop(); - } + if (ImGui::TreeNode("Filtered Text Input")) + { + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); - if (ImGui::TreeNode("Multi-line Text Input")) - { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static char text[1024*16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; + ImGui::Text("Password input"); + static char bufpass[64] = "password123"; + ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + // If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input. + // See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string. + HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Tip: Because ImGui:: is a namespace you can add your own function into the namespace from your own source files. + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); - ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index a69bc19f2..37a095a93 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -294,6 +294,9 @@ MONOSPACE FONTS https://github.com/kmar/Sweet16Font Also include .inl file to use directly in dear imgui. + Google Noto Mono Fonts + https://www.google.com/get/noto/ + Typefaces for source code beautification https://github.com/chrissimpkins/codeface From f25416833523a64a1797a0fe450605d091dd9045 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 11:56:40 +0100 Subject: [PATCH 098/687] InputText: Fixed c779fbb leading to display of the wrong buffer when resizing a buffer. (#2400, #2006, #1443, #1008). --- imgui_widgets.cpp | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2f150387e..9ea1a6efd 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3366,14 +3366,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool enter_pressed = false; // Select the buffer to render. - const char* buf_display = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid) ? state->TextA.Data : buf; - const char* buf_display_end = NULL; // We have specialized paths below for setting the length - const bool is_displaying_hint = (hint != NULL && buf_display[0] == 0); - if (is_displaying_hint) - { - buf_display = hint; - buf_display_end = hint + strlen(hint); - } + const bool buf_display_from_state = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid); + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) @@ -3740,6 +3734,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. From 495065f79068a67c3a32bb8dbdc43b872376ac30 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 12:08:51 +0100 Subject: [PATCH 099/687] Fixed Clang and PVS warnings. --- imgui_demo.cpp | 4 ++-- imgui_widgets.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 40a674dd9..c3e2d1a86 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -990,7 +990,7 @@ static void ShowDemoWindowWidgets() static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - return ImGui::InputTextMultiline(label, my_str->begin(), my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); } }; @@ -1000,7 +1000,7 @@ static void ShowDemoWindowWidgets() if (my_str.empty()) my_str.push_back(0); Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); - ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 9ea1a6efd..3bf10af28 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3366,7 +3366,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool enter_pressed = false; // Select the buffer to render. - const bool buf_display_from_state = ((render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid); + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph @@ -3734,7 +3734,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; - const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 const char* buf_display_end = NULL; // We have specialized paths below for setting the length if (is_displaying_hint) { From cfa8f672f6ece16e8e574a61fb406294777b720b Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 18:27:14 +0100 Subject: [PATCH 100/687] Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) --- docs/CHANGELOG.txt | 3 +++ examples/imgui_impl_glfw.cpp | 4 +++- examples/imgui_impl_sdl.cpp | 4 +++- 3 files changed, 9 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f91d4b295..b4568ec30 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -89,6 +89,9 @@ Other Changes: - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). - Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. - Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). +- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. + (This is particularly useful for the viewport branch because we are not supporting per-viewport + frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) - Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index d5c0b13b8..0ed40cdec 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. @@ -313,7 +314,8 @@ void ImGui_ImplGlfw_NewFrame() glfwGetWindowSize(g_Window, &w, &h); glfwGetFramebufferSize(g_Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Setup time step double current_time = glfwGetTime(); diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index c1188dbac..528dbba3c 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. @@ -279,7 +280,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); From 99d84251730549fd50fd5b45c9a623c56edcc1c1 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 18:56:19 +0100 Subject: [PATCH 101/687] TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 3 ++- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b4568ec30..6ecd1eb71 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -75,6 +75,8 @@ Other Changes: hard crashes any more, facilitating integration with scripting languages. (#1651) - TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. +- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where + the drag payload activate a tab. - Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3bf10af28..6d2ccc9c4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6779,7 +6779,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, window->DC.CursorPos = backup_main_cursor_pos; // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) - if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); From 53e0c13be20c9986d52b385fd07f35504350a6de Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 20:57:02 +0100 Subject: [PATCH 102/687] TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds. --- docs/CHANGELOG.txt | 3 +++ imgui_internal.h | 2 ++ imgui_widgets.cpp | 25 +++++++++++++++++++++---- 3 files changed, 26 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6ecd1eb71..31af0bfa1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,9 @@ Other Changes: scrolling policy enabled) or if is currently appearing. - TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab. +- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to + teleport the view when aiming at a tab far away the visible section, and otherwise accelerate + the scrolling speed to cap the scrolling time to 0.3 seconds. - Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect diff --git a/imgui_internal.h b/imgui_internal.h index 9132551a9..089ca2e19 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1340,6 +1340,8 @@ struct ImGuiTabBar float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. float ScrollingAnim; float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; int ReorderRequestDir; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6d2ccc9c4..6ff81177f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6064,7 +6064,7 @@ ImGuiTabBar::ImGuiTabBar() CurrFrameVisible = PrevFrameVisible = -1; ContentsHeight = 0.0f; OffsetMax = OffsetNextTab = 0.0f; - ScrollingAnim = ScrollingTarget = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; ReorderRequestDir = 0; @@ -6358,9 +6358,19 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) TabBarScrollToTab(tab_bar, scroll_track_selected_tab); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); - const float scrolling_speed = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) ? FLT_MAX : (g.IO.DeltaTime * g.FontSize * 70.0f); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) - tab_bar->ScrollingAnim = ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, scrolling_speed); + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } // Clear name buffers if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) @@ -6438,10 +6448,17 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) int order = tab_bar->GetTabOrder(tab); float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; if (tab_bar->ScrollingTarget > tab_x1) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; - if (tab_bar->ScrollingTarget + tab_bar->BarRect.GetWidth() < tab_x2) + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } } void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) From a26085ed53d07603a9fde0e164ad69773d119642 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Mar 2019 22:23:56 +0100 Subject: [PATCH 103/687] Internals: Fixed Navigation from reaching ImGuiItemFlags_Disabled items (#211) + Examples comments --- examples/example_win32_directx10/main.cpp | 1 + examples/example_win32_directx11/main.cpp | 1 + examples/example_win32_directx12/main.cpp | 1 + examples/example_win32_directx9/main.cpp | 1 + imgui.cpp | 2 +- imgui_widgets.cpp | 2 +- 6 files changed, 6 insertions(+), 2 deletions(-) diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index c3fc03af3..7b4a598ea 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -47,6 +47,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index 3eff1d968..9c3385292 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -47,6 +47,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 6f3066608..82f1e547d 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -71,6 +71,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 57ceadbf8..74a19d09d 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -45,6 +45,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/imgui.cpp b/imgui.cpp index 47dc7526a..0db2fec95 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7353,7 +7353,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav)) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) { ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6ff81177f..b84e2c5dd 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5276,7 +5276,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_Disabled) { ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; item_add = ItemAdd(bb, id); window->DC.ItemFlags = backup_item_flags; } From 55c02099c5b4f3d6317a56ada0bca94d77dee0d4 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Mar 2019 11:35:34 +0100 Subject: [PATCH 104/687] Version 1.69, comments, typos --- docs/CHANGELOG.txt | 23 ++++++++++++----------- docs/README.md | 4 ++-- docs/TODO.txt | 2 ++ examples/README.txt | 4 +++- examples/example_allegro5/README.md | 16 +++++++++++++--- examples/imgui_impl_opengl3.cpp | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 11 ++++++++--- 13 files changed, 49 insertions(+), 29 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 31af0bfa1..14a188439 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,21 +30,22 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.69 (In Progress) + VERSION 1.69 (Released 2019-03-13) ----------------------------------------------------------------------- Breaking Changes: - Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively - ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new - flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of + new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. + Keep redirection enum values (will obsolete). (#2384) [@haldean] - Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) Other Changes: - Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered - behind every other windows. (#2391) -- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. + behind every other windows. (#2391, #545) +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.) We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) - Added InputTextWithHint() to display a description/hint in the text box when no text has been entered. (#2400) [@Organic-Code, @ocornut] @@ -70,7 +71,7 @@ Other Changes: - ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] - MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). -- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) +- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) - TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with @@ -80,12 +81,12 @@ Other Changes: - TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds. -- Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the - lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! +- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting + below the lower point of the current clipping rectangle. This bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect - some scrolling request functions when called during the opening frame of a window. + some scrolling request functions when called during the appearing frame of a window. - Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] -- Log/Capture: Fixed extraneous leading carriage return. +- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return. - Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. @@ -572,7 +573,7 @@ Other Changes: - InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. - Obsoleted functions using the optional "int decimal_precision" parameter. (#648) + Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712) - DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). - DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) diff --git a/docs/README.md b/docs/README.md index 96d3e6d82..88f562dbc 100644 --- a/docs/README.md +++ b/docs/README.md @@ -305,10 +305,10 @@ Ongoing dear imgui development is financially supported by users and private spo - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. **Salty caramel supporters** -- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants. +- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games. **Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin. +- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem. And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) diff --git a/docs/TODO.txt b/docs/TODO.txt index 0ede38972..2a25172db 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -59,6 +59,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) + - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. + - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) diff --git a/examples/README.txt b/examples/README.txt index a058601bd..c55dc09b3 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,3 +1,5 @@ +----------------------------------------------------------------------- + dear imgui, v1.69 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) @@ -26,7 +28,7 @@ This folder contains two things: They are the in the XXXX_example/ sub-folders. You can find binaries of some of those example applications at: - http://www.miracleworld.net/imgui/binaries + http://www.dearimgui.org/binaries --------------------------------------- diff --git a/examples/example_allegro5/README.md b/examples/example_allegro5/README.md index 1a83fe894..fb58fdbec 100644 --- a/examples/example_allegro5/README.md +++ b/examples/example_allegro5/README.md @@ -1,7 +1,7 @@ # Configuration -Dear ImGui outputs 16-bit vertex indices by default. +Dear ImGui outputs 16-bit vertex indices by default. Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices. You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. We are providing `imconfig_allegro5.h` that enables 32-bit indices. @@ -9,14 +9,24 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind # How to Build -- On Ubuntu 14.04+ +### On Ubuntu 14.04+ ```bash g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example ``` -- On Windows with Visual Studio's CLI +### On Windows with Visual Studio's CLI +You may install Allegro using vcpkg: +``` +git clone https://github.com/Microsoft/vcpkg +cd vcpkg +.\bootstrap-vcpkg.bat +.\vcpkg install allegro5 +.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio +``` + +Build: ``` set ALLEGRODIR=path_to_your_allegro5_folder cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 01cfa3986..84b87775b 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -41,7 +41,7 @@ // version version string //---------------------------------------- // 2.0 110 "#version 110" -// 2.1 110 "#version 120" +// 2.1 120 "#version 120" // 3.0 130 "#version 130" // 3.1 140 "#version 140" // 3.2 150 "#version 150" diff --git a/imgui.cpp b/imgui.cpp index 0db2fec95..a1020234e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 6616ace3f..fdbbb89ec 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (headers) // See imgui.cpp file for documentation. @@ -45,8 +45,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.69 WIP" -#define IMGUI_VERSION_NUM 16899 +#define IMGUI_VERSION "1.69" +#define IMGUI_VERSION_NUM 16900 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c3e2d1a86..0473d6085 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 203b6f7b8..be1604f8e 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 089ca2e19..9cd394904 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index b84e2c5dd..234112581 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 WIP +// dear imgui, v1.69 // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 37a095a93..7122e3ade 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,3 +1,7 @@ +dear imgui, v1.69 +(Font Readme) + +--------------------------------------- The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), a 13 pixels high, pixel-perfect font used by default. @@ -5,7 +9,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. -(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font) Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). Also read dear imgui FAQ in imgui.cpp! @@ -32,7 +35,8 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui " README FIRST / FAQ --------------------------------------- -- You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue. +- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts + and understand what's going on if you have an issue. - Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: u8"hello" @@ -201,7 +205,8 @@ For example: for a game where your script is known, if you can feed your entire Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code. See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool. You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). -The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger. +The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the +actual binary will be about 20% bigger. Then load the font with: ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); From ebe79bbed00a13fd4455f04131b63d49c28ebd5d Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Mar 2019 15:44:23 +0100 Subject: [PATCH 105/687] Demo: Custom rendering: Minor sizing issue fix. --- imgui_demo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0473d6085..b54475db7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4072,7 +4072,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 8, (sz + spacing) * 3)); + ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3)); ImGui::EndTabItem(); } From cf2c52282d4b3dc2e7397aed6e116ddceab20274 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Mar 2019 13:07:30 +0100 Subject: [PATCH 106/687] Version 1.70 WIP --- docs/CHANGELOG.txt | 9 +++++++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 19 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 14a188439..69de4fd00 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,15 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.70 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking Changes: + +Other Changes: + + ----------------------------------------------------------------------- VERSION 1.69 (Released 2019-03-13) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index c55dc09b3..97787f471 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.69 + dear imgui, v1.70 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index a1020234e..1e4a9d043 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index fdbbb89ec..d1d826945 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (headers) // See imgui.cpp file for documentation. @@ -45,8 +45,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.69" -#define IMGUI_VERSION_NUM 16900 +#define IMGUI_VERSION "1.70 WIP" +#define IMGUI_VERSION_NUM 16990 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b54475db7..ce99dde7d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index be1604f8e..a030834ab 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 9cd394904..c2b546a42 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 234112581..5949d84d1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.69 +// dear imgui, v1.70 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 7122e3ade..a9f61cdb9 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.69 +dear imgui, v1.70 WIP (Font Readme) --------------------------------------- From ff03ae503bcb694c6adcfdffaa1ece06c200e269 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Mar 2019 13:09:07 +0100 Subject: [PATCH 107/687] Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_opengl3.cpp | 13 ++++++++++--- imgui_demo.cpp | 6 +++--- 3 files changed, 15 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 69de4fd00..13dd38ed1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Breaking Changes: Other Changes: +- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized + GL function loaders early, and help users understand what they are missing. (#2421) ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 84b87775b..989043633 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. @@ -89,11 +90,11 @@ // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include +#include // Needs to be initialized with gl3wInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include +#include // Needs to be initialized with glewInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include +#include // Needs to be initialized with gladLoadGL() in user's code #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif @@ -128,6 +129,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + // Make a dummy GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + return true; } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ce99dde7d..c937da48d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2565,9 +2565,9 @@ static void ShowDemoWindowMisc() ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } From 857381b9ca8e93d3af7627922e776c51eb482763 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Mar 2019 15:03:37 +0100 Subject: [PATCH 108/687] GetMouseDragDelta(): also returns the delta on the mouse button released frame. Verify that mouse positions are valid otherwise returns zero. Removed obsolete comment. Tweaked demo. (#2419) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 7 ++++--- imgui.h | 2 +- imgui_demo.cpp | 21 ++++++++------------- 4 files changed, 15 insertions(+), 17 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 13dd38ed1..f87ae2f30 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Breaking Changes: Other Changes: +- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) +- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) diff --git a/imgui.cpp b/imgui.cpp index 1e4a9d043..98873385a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4206,7 +4206,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } -// Return the delta from the initial clicking position. +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. // NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) @@ -4215,9 +4215,10 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button]) + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; return ImVec2(0.0f, 0.0f); } diff --git a/imgui.h b/imgui.h index d1d826945..0e9ebd909 100644 --- a/imgui.h +++ b/imgui.h @@ -662,7 +662,7 @@ namespace ImGui IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into - IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c937da48d..e698afd4a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2646,22 +2646,17 @@ static void ShowDemoWindowMisc() for (int button = 0; button < 3; button++) ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f)); + ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) - { - // Draw a line between the button and the mouse cursor - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->PushClipRectFullScreen(); - draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); - draw_list->PopClipRect(); + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor - // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) - // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() - ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); - ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); - ImVec2 mouse_delta = io.MouseDelta; - ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y); - } + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) + // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } From 221bf93a557c3ae6f36272fd818c3f0786a49b87 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 16 Mar 2019 15:48:21 +0100 Subject: [PATCH 109/687] Comments, todo list, remove trailing spaces. --- docs/TODO.txt | 8 +++++++- examples/imgui_impl_freeglut.cpp | 2 ++ examples/imgui_impl_freeglut.h | 2 ++ imgui.cpp | 28 ++++++++++++++-------------- imgui.h | 10 +++++----- imgui_demo.cpp | 2 +- imgui_draw.cpp | 8 ++++---- imgui_internal.h | 6 +++--- imgui_widgets.cpp | 14 +++++++------- 9 files changed, 45 insertions(+), 35 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 2a25172db..801447c92 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -25,7 +25,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. + - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) @@ -44,6 +44,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. + - 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. - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - 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. @@ -306,10 +307,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. + - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? + - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) + - misc: possible compile-time support for wchar_t instead of char*? - backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) @@ -325,6 +329,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: provide a zero frame-rate/idle example. - examples: apple: example_apple should be using modern GL3. - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - examples: opengl: could use a single vertex buffer and glBufferSubData for uploads? - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp index 42d564170..a85bc44fe 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_freeglut.cpp @@ -1,8 +1,10 @@ // dear imgui: Platform Binding for FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) +// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019. // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h index 909f07255..4adad49f0 100644 --- a/examples/imgui_impl_freeglut.h +++ b/examples/imgui_impl_freeglut.h @@ -1,8 +1,10 @@ // dear imgui: Platform Binding for FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) +// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019. // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/imgui.cpp b/imgui.cpp index 98873385a..434dda47f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -637,8 +637,8 @@ CODE // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*. + C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. + Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. Examples: GLuint my_tex = XXX; @@ -875,7 +875,7 @@ CODE A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display contents behind or over every other imgui windows. - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. @@ -1297,7 +1297,7 @@ int ImStrnicmp(const char* str1, const char* str2, size_t count) void ImStrncpy(char* dst, const char* src, size_t count) { - if (count < 1) + if (count < 1) return; if (count > 1) strncpy(dst, src, count - 1); @@ -1443,7 +1443,7 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. -static const ImU32 GCrc32LookupTable[256] = +static const ImU32 GCrc32LookupTable[256] = { 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, @@ -2850,7 +2850,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for the dummy item after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) return false; @@ -4093,7 +4093,7 @@ int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) { ImGuiContext& g = *GImGui; - if (key_index < 0) + if (key_index < 0) return 0; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; @@ -4103,7 +4103,7 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r bool ImGui::IsKeyPressed(int user_key_index, bool repeat) { ImGuiContext& g = *GImGui; - if (user_key_index < 0) + if (user_key_index < 0) return false; IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[user_key_index]; @@ -4800,7 +4800,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) + if (held) *border_held = border_n; } if (held) @@ -7009,7 +7009,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); @@ -7876,7 +7876,7 @@ static void ImGui::NavUpdate() if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif @@ -8829,7 +8829,7 @@ void ImGui::EndDragDropTarget() //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- -// All text output from the interface can be captured into tty/file/clipboard. +// All text output from the interface can be captured into tty/file/clipboard. // By default, tree nodes are automatically opened during logging. //----------------------------------------------------------------------------- @@ -8884,7 +8884,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); else if (g.LogLineFirstItem) LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); - else + else LogText(" %.*s", char_count, line_start); g.LogLineFirstItem = false; } @@ -8933,7 +8933,7 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) if (g.LogEnabled) return; - // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. // By opening the file in binary mode "ab" we have consistent output everywhere. if (!filename) diff --git a/imgui.h b/imgui.h index 0e9ebd909..04a4c0e33 100644 --- a/imgui.h +++ b/imgui.h @@ -363,7 +363,7 @@ namespace ImGui // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). - IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). IMGUI_API void PopID(); // pop from the ID stack. IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself @@ -464,7 +464,7 @@ namespace ImGui IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) - // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); @@ -678,7 +678,7 @@ namespace ImGui // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. - IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Memory Allocators @@ -1117,7 +1117,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - // User Options (right-click on widget to change some of them). + // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. @@ -1942,7 +1942,7 @@ struct ImFontConfig int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e698afd4a..e9e8265b7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2646,7 +2646,7 @@ static void ShowDemoWindowMisc() for (int button = 0; button < 3; button++) ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f)); - + ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor diff --git a/imgui_draw.cpp b/imgui_draw.cpp index a030834ab..06340c073 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1287,8 +1287,8 @@ void ImDrawData::DeIndexAllBuffers() } } -// Helper to scale the ClipRect field of each ImDrawCmd. -// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, // or if there is a difference between your window resolution and framebuffer resolution. void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { @@ -1594,9 +1594,9 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.OversampleH = font_cfg.OversampleV = 1; font_cfg.PixelSnapH = true; } - if (font_cfg.SizePixels <= 0.0f) + if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f * 1.0f; - if (font_cfg.Name[0] == '\0') + if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); diff --git a/imgui_internal.h b/imgui_internal.h index c2b546a42..cf0c7cd6d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1349,13 +1349,13 @@ struct ImGuiTabBar bool VisibleTabWasSubmitted; short LastTabItemIdx; // For BeginTabItem()/EndTabItem() ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() - ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } - const char* GetTabName(const ImGuiTabItem* tab) const + const char* GetTabName(const ImGuiTabItem* tab) const { - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5949d84d1..f457f8277 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1611,7 +1611,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } return; case ImGuiDataType_Double: - if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } return; case ImGuiDataType_COUNT: break; @@ -3485,9 +3485,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { if (!state->HasSelection()) { - if (is_wordmove_key_down) + if (is_wordmove_key_down) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); @@ -3791,9 +3791,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; - if (searches_result_line_no[0] == -1) + if (searches_result_line_no[0] == -1) searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) + if (searches_result_line_no[1] == -1) searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance @@ -5283,7 +5283,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl else { item_add = ItemAdd(bb, id); - } + } if (!item_add) { if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) @@ -5685,7 +5685,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear) IM_ASSERT(count == IM_ARRAYSIZE(Pos)); Width = NextWidth = 0.0f; Spacing = spacing; - if (clear) + if (clear) memset(NextWidths, 0, sizeof(NextWidths)); for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) { From a53c57152b83491a4bcd7fceca9d6cbc887c0c54 Mon Sep 17 00:00:00 2001 From: Gnimuc Date: Sun, 24 Mar 2019 10:32:19 +0800 Subject: [PATCH 110/687] Mention Julia binding in README (#2446) Thank you! --- docs/README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/README.md b/docs/README.md index 88f562dbc..1a70ebf32 100644 --- a/docs/README.md +++ b/docs/README.md @@ -122,6 +122,7 @@ Languages: (third-party bindings) - Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) - Java: [jimgui](https://github.com/ice1000/jimgui) - JavaScript: [imgui-js](https://github.com/flyover/imgui-js) +- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl) - Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) - Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) - Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) From d9f6ba30351cbbff54db2d0169a46bb603611587 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Mar 2019 15:39:11 +0100 Subject: [PATCH 111/687] IsWindowHovered() made change which should have no effect in master but fix result of IsWindowHovered(ImGuiHoveredFlags_ChildWindows) over multiple viewport in docking branch. (#2432) --- imgui.cpp | 2 +- imgui_demo.cpp | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 434dda47f..41c569364 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6016,7 +6016,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) } } - if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e9e8265b7..37eacfa3b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1594,6 +1594,7 @@ static void ShowDemoWindowWidgets() "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", ImGui::IsWindowHovered(), @@ -1601,6 +1602,7 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); From abb7d7b18a9c9f722e941c84f5c6ed9456b44a9d Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Mar 2019 15:50:23 +0100 Subject: [PATCH 112/687] InputText: Simplify read-only code path. --- imgui_widgets.cpp | 30 +++++++++++++----------------- 1 file changed, 13 insertions(+), 17 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f457f8277..1f51e07af 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3343,28 +3343,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL) - { - const bool will_render_cursor = (g.ActiveId == id) || (user_scroll_active); - const bool will_render_selection = state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor); - if (will_render_cursor || will_render_selection) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - } - } - // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - const bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; bool enter_pressed = false; + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + // Select the buffer to render. const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); From 3d8ea352d1f11e9ae2dc6fe4ff457106bb1f224c Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Mar 2019 16:06:30 +0100 Subject: [PATCH 113/687] InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 3 +++ 2 files changed, 5 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f87ae2f30..f1c556a6b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Breaking Changes: Other Changes: +- InputText: Fixed selection background starts rendering one frame after the cursor movement + when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1f51e07af..f151e119f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3570,6 +3570,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ MemFree(clipboard_filtered); } } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } // Process callbacks and apply result back to user's buffer. From 1963cc59bedf47f43872f8cc80a9aa5fc8ba40a6 Mon Sep 17 00:00:00 2001 From: Luca Rood Date: Sat, 16 Mar 2019 19:55:42 +0100 Subject: [PATCH 114/687] Implement horizontal scrolling with Shift+Scroll This is standard scrolling behaviour in most applications. --- imgui.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 41c569364..54e6125b0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3296,6 +3296,13 @@ void ImGui::UpdateMouseWheel() window->Size *= scale; window->SizeFull *= scale; } + else if (!g.IO.KeyCtrl && g.IO.KeyShift && scroll_allowed) + { + // Mouse wheel horizontal scrolling + float scroll_amount = 5 * scroll_window->CalcFontSize(); + scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetWidth() + scroll_window->WindowPadding.x * 2.0f) * 0.67f); + SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheel * scroll_amount); + } else if (!g.IO.KeyCtrl && scroll_allowed) { // Mouse wheel vertical scrolling From cf1b02e54e9a69a4441308e6a6e541eb3c8f5c87 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Mar 2019 19:40:19 +0100 Subject: [PATCH 115/687] Rearrange code in UpdateMouseWheel(). (#2424, #1463) + Fix old io.FontAllowUserScaling feature (probably should be made obsolete, but until then best fixed) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 72 ++++++++++++++++++++++++---------------------- 2 files changed, 39 insertions(+), 34 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f1c556a6b..1f5c1e75e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Other Changes: when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. +- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) diff --git a/imgui.cpp b/imgui.cpp index 54e6125b0..835eda8a5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3274,48 +3274,52 @@ void ImGui::UpdateMouseWheel() return; if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). ImGuiWindow* window = g.HoveredWindow; - ImGuiWindow* scroll_window = window; - while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow) - scroll_window = scroll_window->ParentWindow; - const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs); - if (g.IO.MouseWheel != 0.0f) + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) { - // Zoom / Scale window - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos += offset; - window->Size *= scale; - window->SizeFull *= scale; - } - else if (!g.IO.KeyCtrl && g.IO.KeyShift && scroll_allowed) - { - // Mouse wheel horizontal scrolling - float scroll_amount = 5 * scroll_window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetWidth() + scroll_window->WindowPadding.x * 2.0f) * 0.67f); - SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheel * scroll_amount); - } - else if (!g.IO.KeyCtrl && scroll_allowed) - { - // Mouse wheel vertical scrolling - float scroll_amount = 5 * scroll_window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); - SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); + window->Pos = ImFloor(window->Pos + offset); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); } + return; } - if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow) + window = window->ParentWindow; + const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) { - // Mouse wheel horizontal scrolling (for hardware that supports it) - float scroll_amount = scroll_window->CalcFontSize(); - SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); + ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f; + + // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) + if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y)); + SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step); + } + else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); + SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step); + } + + // Horizontal Mouse Wheel Scrolling (for hardware that supports it) + if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); + SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step); + } } } From 20188b19d60e83f7823e57804400817d06edbd46 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 26 Mar 2019 12:14:17 +0100 Subject: [PATCH 116/687] Comments (#2441) + Freeglut fixes (#2430) --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 6 ++---- examples/example_freeglut_opengl2/main.cpp | 4 +++- examples/imgui_impl_freeglut.cpp | 10 ++++++++-- examples/imgui_impl_freeglut.h | 4 +++- imgui.h | 8 ++++---- 6 files changed, 21 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1f5c1e75e..e1911d3ee 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,7 @@ Other Changes: - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430) ----------------------------------------------------------------------- diff --git a/docs/TODO.txt b/docs/TODO.txt index 801447c92..f1774f8cd 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -42,11 +42,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). + - drawlist: AddRect vs AddLine position confusing (#2441) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - 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. - - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - 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. - 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? @@ -55,7 +55,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211) - - widgets: add always-allow-overlap mode. + - widgets: add always-allow-overlap mode. This should perhaps be the default. - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) @@ -135,8 +135,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) - - ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc. - - button: provide a button that looks framed. (?) - 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? diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp index 26d548e89..c52dfe2ad 100644 --- a/examples/example_freeglut_opengl2/main.cpp +++ b/examples/example_freeglut_opengl2/main.cpp @@ -1,6 +1,8 @@ // dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's) + +// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! #include "imgui.h" #include "../imgui_impl_freeglut.h" diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp index a85bc44fe..32671a6d7 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_freeglut.cpp @@ -1,6 +1,8 @@ // dear imgui: Platform Binding for FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) -// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019. + +// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I @@ -13,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-25: Misc: Made io.DeltaTime always above zero. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-03-22: Added FreeGLUT Platform binding. @@ -81,7 +84,10 @@ void ImGui_ImplFreeGLUT_NewFrame() // Setup time step ImGuiIO& io = ImGui::GetIO(); int current_time = glutGet(GLUT_ELAPSED_TIME); - io.DeltaTime = (current_time - g_Time) / 1000.0f; + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; g_Time = current_time; // Start the frame diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h index 4adad49f0..6d565ec6b 100644 --- a/examples/imgui_impl_freeglut.h +++ b/examples/imgui_impl_freeglut.h @@ -1,6 +1,8 @@ // dear imgui: Platform Binding for FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) -// GLUT IS OBSOLETE SOFTWARE. AVOID USING GLUT IN 2019. + +// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I diff --git a/imgui.h b/imgui.h index 04a4c0e33..4c8ab81dd 100644 --- a/imgui.h +++ b/imgui.h @@ -1853,8 +1853,8 @@ 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_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round - 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 + 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 + 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) 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 AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); @@ -1864,8 +1864,8 @@ struct ImDrawList 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& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); - 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); + 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); + 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); 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); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. From 9a0e71a6ecef4402d0504e3a2c9a05ca705ed5db Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 28 Mar 2019 15:41:49 +0100 Subject: [PATCH 117/687] Internals: Renamed the ImGuiWindow HiddenFrameXXX fields to decorrelate them from resizing behavior, as those values are set by other logic. --- imgui.cpp | 46 +++++++++++++++++++++++++--------------------- imgui_internal.h | 4 ++-- 2 files changed, 27 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 835eda8a5..b129cb181 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2533,7 +2533,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesRegular = HiddenFramesForResize = 0; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); @@ -4617,7 +4617,7 @@ static ImVec2 CalcSizeContents(ImGuiWindow* window) if (window->Collapsed) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) return window->SizeContents; - if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0) + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) return window->SizeContents; ImVec2 sz; @@ -4962,7 +4962,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -5062,20 +5062,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update contents size from last frame for auto-fitting (or use explicit size) window->SizeContents = CalcSizeContents(window); - if (window->HiddenFramesRegular > 0) - window->HiddenFramesRegular--; - if (window->HiddenFramesForResize > 0) - window->HiddenFramesForResize--; + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) { if (!window_size_x_set_by_api) @@ -5181,7 +5181,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = parent_window->DC.CursorPos; } - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0); + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) @@ -5250,7 +5250,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) PushClipRect(viewport_rect.Min, viewport_rect.Max, true); // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0; + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); if (dim_bg_for_modal || dim_bg_for_window_list) { @@ -5516,24 +5516,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; // Completely hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) if (style.Alpha <= 0.0f) - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0); + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - // Return false if we don't intend to display anything to allow user to perform an early out optimization - window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0; + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; - return !window->SkipItems; + return !skip_items; } // Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. @@ -6740,7 +6744,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_ { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; - window->HiddenFramesRegular = 1; + window->HiddenFramesCanSkipItems = 1; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; @@ -8649,7 +8653,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiWindow* tooltip_window = g.CurrentWindow; tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesRegular = 1; + tooltip_window->HiddenFramesCanSkipItems = 1; } } @@ -9506,7 +9510,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); if (!window->NavRectRel[0].IsInverted()) diff --git a/imgui_internal.h b/imgui_internal.h index cf0c7cd6d..824c2824c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1228,8 +1228,8 @@ struct IMGUI_API ImGuiWindow bool AutoFitOnlyGrows; int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; - int HiddenFramesRegular; // Hide the window for N frames - int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size + int HiddenFramesCanSkipItems; // Hide the window for N frames + int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. From 512d39d03169fdaa5a122eae586ab90577ee9af7 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 29 Mar 2019 16:17:04 +0100 Subject: [PATCH 118/687] Examples: OpenGL3: Minor tweaks, clarifications + not calling glBindBuffer more than necessary in the render loop. --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_allegro5.cpp | 2 +- examples/imgui_impl_opengl3.cpp | 50 +++++++++++++++++--------------- examples/imgui_impl_vulkan.cpp | 3 +- imgui.h | 2 +- 5 files changed, 32 insertions(+), 26 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e1911d3ee..5193b8bfc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,7 @@ Other Changes: - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index ffd59d730..3b589c324 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -154,7 +154,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() { // Build texture atlas ImGuiIO &io = ImGui::GetIO(); - unsigned char *pixels; + unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 989043633..347da4700 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. @@ -104,8 +105,8 @@ static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions @@ -170,7 +171,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #endif GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_ES2 - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); #endif #ifdef GL_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); @@ -226,20 +227,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. #ifndef IMGUI_IMPL_OPENGL_ES2 - // Recreate the VAO every time - // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) - GLuint vao_handle = 0; - glGenVertexArrays(1, &vao_handle); - glBindVertexArray(vao_handle); + GLuint vertex_array_object = 0; + glGenVertexArrays(1, &vertex_array_object); + glBindVertexArray(vertex_array_object); #endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -251,10 +255,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; size_t idx_buffer_offset = 0; - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + // Upload vertex/index buffers glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) @@ -280,7 +282,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (clip_origin_lower_left) glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); else - glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) + glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); @@ -290,8 +292,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } } + + // Destroy the temporary VAO #ifndef IMGUI_IMPL_OPENGL_ES2 - glDeleteVertexArrays(1, &vao_handle); + glDeleteVertexArrays(1, &vertex_array_object); #endif // Restore modified GL state @@ -302,7 +306,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #endif glActiveTexture(last_active_texture); #ifndef IMGUI_IMPL_OPENGL_ES2 - glBindVertexArray(last_vertex_array); + glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); @@ -554,9 +558,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &g_VboHandle); diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index eabc49ea5..77c9408cf 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -221,7 +221,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (!fd->IndexBuffer || fd->IndexBufferSize < index_size) CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); - // Upload Vertex and index Data: + // Upload vertex/index data into a single contiguous GPU buffer { ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; @@ -305,6 +305,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { + // User callback (registered via ImDrawList::AddCallback) pcmd->UserCallback(cmd_list, pcmd); } else diff --git a/imgui.h b/imgui.h index 4c8ab81dd..1d907b049 100644 --- a/imgui.h +++ b/imgui.h @@ -19,7 +19,7 @@ Index of this file: // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) // Obsolete functions // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) */ From 163779da5108ad8d54c1d3fdaef6fa276b8bd36b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 29 Mar 2019 16:18:26 +0100 Subject: [PATCH 119/687] Examples: DirectX12: Various tidying up. --- examples/imgui_impl_dx11.cpp | 2 +- examples/imgui_impl_dx12.cpp | 95 +++++++++++++++++------------------- 2 files changed, 47 insertions(+), 50 deletions(-) diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index a686d6bb2..060d86cd7 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -90,7 +90,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) return; } - // Copy and convert all vertices into a single contiguous buffer + // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index f9e1884f8..04fe7fd0b 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). @@ -43,14 +44,14 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; struct FrameResources { - ID3D12Resource* IB; - ID3D12Resource* VB; - int VertexBufferSize; - int IndexBufferSize; + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; -static UINT g_numFramesInFlight = 0; -static UINT g_frameIndex = UINT_MAX; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; struct VERTEX_CONSTANT_BUFFER { @@ -64,17 +65,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // FIXME: I'm assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. g_frameIndex = g_frameIndex + 1; - FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; - ID3D12Resource* g_pVB = frameResources->VB; - ID3D12Resource* g_pIB = frameResources->IB; - int g_VertexBufferSize = frameResources->VertexBufferSize; - int g_IndexBufferSize = frameResources->IndexBufferSize; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; @@ -83,7 +80,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL D3D12_RESOURCE_DESC desc; memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = g_VertexBufferSize * sizeof(ImDrawVert); + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; @@ -91,15 +88,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0) + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; - frameResources->VB = g_pVB; - frameResources->VertexBufferSize = g_VertexBufferSize; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; @@ -108,7 +103,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL D3D12_RESOURCE_DESC desc; memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; @@ -116,19 +111,17 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0) + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; - frameResources->IB = g_pIB; - frameResources->IndexBufferSize = g_IndexBufferSize; } - // Copy and convert all vertices into a single contiguous buffer + // Upload vertex/index data into a single contiguous GPU buffer void* vtx_resource, *idx_resource; D3D12_RANGE range; memset(&range, 0, sizeof(D3D12_RANGE)); - if (g_pVB->Map(0, &range, &vtx_resource) != S_OK) + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) return; - if (g_pIB->Map(0, &range, &idx_resource) != S_OK) + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; @@ -140,14 +133,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unmap(0, &range); - g_pIB->Unmap(0, &range); + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). VERTEX_CONSTANT_BUFFER vertex_constant_buffer; { - VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -159,7 +151,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; - memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); } // Setup viewport @@ -177,14 +169,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL unsigned int offset = 0; D3D12_VERTEX_BUFFER_VIEW vbv; memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); - vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset; - vbv.SizeInBytes = g_VertexBufferSize * stride; + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; ctx->IASetVertexBuffers(0, 1, &vbv); D3D12_INDEX_BUFFER_VIEW ibv; memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); - ibv.BufferLocation = g_pIB->GetGPUVirtualAddress(); - ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); @@ -192,7 +184,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL ctx->SetGraphicsRootSignature(g_pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); - // Setup render state + // Setup blend factor const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendFactor(blend_factor); @@ -208,10 +200,12 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { + // User callback (registered via ImDrawList::AddCallback) pcmd->UserCallback(cmd_list, pcmd); } else { + // Apply Scissor, Bind texture, Draw const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); @@ -490,9 +484,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } @@ -576,15 +570,17 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (!g_pd3dDevice) return; + ImGuiIO& io = ImGui::GetIO(); if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } - if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (UINT i = 0; i < g_numFramesInFlight; i++) { - if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } - if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } + FrameResources* fr = &g_pFrameResources[i]; + if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } } } @@ -605,10 +601,11 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) { - g_pFrameResources[i].IB = NULL; - g_pFrameResources[i].VB = NULL; - g_pFrameResources[i].VertexBufferSize = 5000; - g_pFrameResources[i].IndexBufferSize = 10000; + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = NULL; + fr->VertexBuffer = NULL; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; } return true; @@ -618,10 +615,10 @@ void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_InvalidateDeviceObjects(); delete[] g_pFrameResources; + g_pFrameResources = NULL; g_pd3dDevice = NULL; g_hFontSrvCpuDescHandle.ptr = 0; g_hFontSrvGpuDescHandle.ptr = 0; - g_pFrameResources = NULL; g_numFramesInFlight = 0; g_frameIndex = UINT_MAX; } From e21bbee311a13c451a72fb0710fd25d963d2a974 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 29 Mar 2019 18:29:15 +0100 Subject: [PATCH 120/687] Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). FreeType: Fixed suggested code to not require an initial build call.. (#2454) --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_dx9.cpp | 22 ++++------------------ misc/freetype/README.md | 9 +++++---- 3 files changed, 10 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5193b8bfc..e3b717d9f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,7 @@ Other Changes: - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430) diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index c0b9c74e6..566ea4ce7 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. @@ -253,24 +254,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() diff --git a/misc/freetype/README.md b/misc/freetype/README.md index 4c53cd9cc..397adec72 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -43,7 +43,8 @@ while (true) if (freetype_test.UpdateRebuild()) { // REUPLOAD FONT TEXTURE TO GPU - // e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects() + ImGui_ImplXXX_DestroyDeviceObjects(); + ImGui_ImplXXX_CreateDeviceObjects(); } ImGui::NewFrame(); freetype_test.ShowFreetypeOptionsWindow(); @@ -85,10 +86,10 @@ struct FreeTypeTest if (!WantRebuild) return false; ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < io.Fonts->Fonts.Size; n++) + io.Fonts->TexGlyphPadding = FontsPadding; + for (int n = 0; n < io.Fonts->ConfigData.Size; n++) { - ImFontConfig* font_config = (ImFontConfig*)io.Fonts->Fonts[n]->ConfigData; - io.Fonts->TexGlyphPadding = FontsPadding; + ImFontConfig* font_config = (ImFontConfig*)&io.Fonts->ConfigData[n]; font_config->RasterizerMultiply = FontsMultiply; font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; } From d9568c717de8ec53445bad00be73133f1a110317 Mon Sep 17 00:00:00 2001 From: Nicolas Noble Date: Sun, 31 Mar 2019 01:35:03 -0700 Subject: [PATCH 121/687] Silencing -Wstack-protector (#2459) --- imgui_draw.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 06340c073..dcdf0e3f2 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -73,6 +73,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer #if __GNUC__ >= 8 #pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif From 3a737e665ab3f663c29596f18a6c8ed96b152a70 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 1 Apr 2019 17:32:14 +0200 Subject: [PATCH 122/687] Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). + demo typo --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_vulkan.cpp | 7 ++++--- imgui_demo.cpp | 2 +- 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e3b717d9f..4834cb3f9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,7 @@ Other Changes: - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 77c9408cf..ad9406ca6 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. @@ -216,9 +217,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Create the Vertex and Index buffers: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); - if (!fd->VertexBuffer || fd->VertexBufferSize < vertex_size) + if (fd->VertexBuffer == VK_NULL_HANDLE || fd->VertexBufferSize < vertex_size) CreateOrResizeBuffer(fd->VertexBuffer, fd->VertexBufferMemory, fd->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); - if (!fd->IndexBuffer || fd->IndexBufferSize < index_size) + if (fd->IndexBuffer == VK_NULL_HANDLE || fd->IndexBufferSize < index_size) CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer @@ -262,7 +263,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkBuffer vertex_buffers[1] = { fd->VertexBuffer }; VkDeviceSize vertex_offset[1] = { 0 }; vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); - vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, VK_INDEX_TYPE_UINT16); + vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); } // Setup viewport: diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 37eacfa3b..7496cd23f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1546,7 +1546,7 @@ static void ShowDemoWindowWidgets() "IsItemEdited() = %d\n" "IsItemActivated() = %d\n" "IsItemDeactivated() = %d\n" - "IsItemDeactivatedEdit() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" From e3cd6b1cbb025d62289a550c913d1a6f8e97357f Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 1 Apr 2019 18:12:24 +0200 Subject: [PATCH 123/687] Examples: Vulkan: Using IM_ARRAYSIZE() where possible. --- examples/imgui_impl_vulkan.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index ad9406ca6..3aafb5557 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -212,7 +212,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkResult err; FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; - g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; + g_FrameIndex = (g_FrameIndex + 1) % IM_ARRAYSIZE(g_FramesDataBuffers); // Create the Vertex and Index buffers: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -694,7 +694,7 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() { ImGui_ImplVulkan_InvalidateFontUploadObjects(); - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) + for (int i = 0; i < IM_ARRAYSIZE(g_FramesDataBuffers); i++) { FrameDataForRender* fd = &g_FramesDataBuffers[i]; if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } @@ -867,7 +867,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_ // Create Command Buffers VkResult err; - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) + for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; { @@ -1068,7 +1068,7 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) + for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; vkDestroyFence(device, fd->Fence, allocator); From 4a57507f75e1e0da7d3bd72345ab3ae86f4df81e Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 10:40:14 +0200 Subject: [PATCH 124/687] InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) Not using isprint. + todo items. --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 3 ++- imgui.cpp | 2 +- imgui_demo.cpp | 3 ++- imgui_widgets.cpp | 10 +++++++--- 5 files changed, 13 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4834cb3f9..f2b0b4477 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,7 @@ Breaking Changes: Other Changes: - InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/docs/TODO.txt b/docs/TODO.txt index f1774f8cd..7e540b7b2 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -138,7 +138,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - button: provide a button that looks framed. (?) - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - - image button: not taking an explicit id is odd. + - image button: not taking an explicit id can be problematic. (#2464, #1390) - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see InputScalarAsWidgetReplacement) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) @@ -329,6 +329,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) - examples: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - examples: vulkan: viewport: support for synchronized swapping of multiple swap chains. - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) diff --git a/imgui.cpp b/imgui.cpp index b129cb181..506a22aa5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -933,7 +933,7 @@ CODE #endif #include "imgui_internal.h" -#include // toupper, isprint +#include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7496cd23f..423022c1e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -49,7 +49,7 @@ Index of this file: #endif #include "imgui.h" -#include // toupper, isprint +#include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf #include // vsnprintf, sscanf, printf @@ -2571,6 +2571,7 @@ static void ShowDemoWindowMisc() ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f151e119f..88e90cbc4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -37,7 +37,7 @@ Index of this file: #endif #include "imgui_internal.h" -#include // toupper, isprint +#include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else @@ -3139,7 +3139,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f { unsigned int c = *p_char; - if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF))) + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) { bool pass = false; pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); @@ -3148,9 +3149,11 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) return false; + // Generic named filters if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { if (flags & ImGuiInputTextFlags_CharsDecimal) @@ -3174,6 +3177,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { ImGuiInputTextCallbackData callback_data; From 01e29a393340aeac3fbc63fa5f618bb9d3555c7f Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 10:45:51 +0200 Subject: [PATCH 125/687] InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 8 +------- 2 files changed, 3 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f2b0b4477..b4f7a9c2e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,8 @@ Other Changes: - InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) +- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted + if the back-end provided both Key and Character input. (#2467, #1336) - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 88e90cbc4..04fe9d617 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3333,7 +3333,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ FocusWindow(window); IM_ASSERT(ImGuiNavInput_COUNT < 32); g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); @@ -3506,12 +3506,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->OnKeyPressed((int)c); } } - else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !is_readonly) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); - } else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; From da035ced9752224050f88bec01ba3313972d30ab Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 11:04:00 +0200 Subject: [PATCH 126/687] InputText, Examples/SDL: Emulate \t input if back-end doesn't provide it. (#1336, #2467) + Fix some output filename in SDL build batch files. --- docs/TODO.txt | 1 + examples/example_sdl_opengl2/build_win32.bat | 4 ++-- examples/example_sdl_opengl3/build_win32.bat | 2 +- imgui_widgets.cpp | 18 ++++++++++++++---- 4 files changed, 18 insertions(+), 7 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 7e540b7b2..45d347489 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -80,6 +80,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput works inconsistently depending on whether back-end emits actual Tab Key + \t Char or not (SDL doesn't). - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) diff --git a/examples/example_sdl_opengl2/build_win32.bat b/examples/example_sdl_opengl2/build_win32.bat index 97692d9e4..d209b2a2a 100644 --- a/examples/example_sdl_opengl2/build_win32.bat +++ b/examples/example_sdl_opengl2/build_win32.bat @@ -1,8 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. set OUT_DIR=Debug -set OUT_EXE=example_sdl_opengl2.exe +set OUT_EXE=example_sdl_opengl2 set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib mkdir %OUT_DIR% -cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl3/build_win32.bat b/examples/example_sdl_opengl3/build_win32.bat index f263c4b34..ce105602f 100644 --- a/examples/example_sdl_opengl3/build_win32.bat +++ b/examples/example_sdl_opengl3/build_win32.bat @@ -1,6 +1,6 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. set OUT_DIR=Debug -set OUT_EXE=example_sdl_opengl3.exe +set OUT_EXE=example_sdl_opengl3 set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 04fe9d617..941b02ef2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3435,12 +3435,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { - // Process text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if (!ignore_inputs && !is_readonly && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering From 8dab7ac0213088af8f2ce28ab0c2df65b2a6873d Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 11:14:34 +0200 Subject: [PATCH 127/687] InputText: Made Shift+Tab consistently do nothing regardless of whether the back-end emits both char and keys or just keys. (#2467, #1336) --- docs/TODO.txt | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 1 + imgui_widgets.cpp | 2 ++ 4 files changed, 5 insertions(+), 2 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 45d347489..24525947c 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -80,7 +80,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. - - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput works inconsistently depending on whether back-end emits actual Tab Key + \t Char or not (SDL doesn't). + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index dcdf0e3f2..97f25bd45 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2468,7 +2468,7 @@ void ImFont::BuildLookupTable() ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= 4; + tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); } diff --git a/imgui_internal.h b/imgui_internal.h index 824c2824c..bcbaec6ad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -129,6 +129,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #else #define IM_NEWLINE "\n" #endif +#define IM_TABSIZE (4) #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 941b02ef2..4ebbc1f56 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3455,6 +3455,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } From 5c4cc370bb0e063d8e12b9fff71c85fab6b0cbbd Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 11:23:54 +0200 Subject: [PATCH 128/687] Examples: Vulkan: Added shader sources/references in the .cpp source. --- examples/example_glfw_vulkan/glsl_shader.frag | 2 +- examples/example_glfw_vulkan/glsl_shader.vert | 8 +++--- examples/imgui_impl_vulkan.cpp | 27 +++++++++++++++++++ 3 files changed, 32 insertions(+), 5 deletions(-) diff --git a/examples/example_glfw_vulkan/glsl_shader.frag b/examples/example_glfw_vulkan/glsl_shader.frag index 313a88804..ce7e6f72b 100644 --- a/examples/example_glfw_vulkan/glsl_shader.frag +++ b/examples/example_glfw_vulkan/glsl_shader.frag @@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; -layout(location = 0) in struct{ +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; diff --git a/examples/example_glfw_vulkan/glsl_shader.vert b/examples/example_glfw_vulkan/glsl_shader.vert index 20b290827..9425365a5 100644 --- a/examples/example_glfw_vulkan/glsl_shader.vert +++ b/examples/example_glfw_vulkan/glsl_shader.vert @@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; -layout(push_constant) uniform uPushConstant{ +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; -out gl_PerVertex{ +out gl_PerVertex { vec4 gl_Position; }; -layout(location = 0) out struct{ +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; @@ -21,5 +21,5 @@ void main() { Out.Color = aColor; Out.UV = aUV; - gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1); + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 3aafb5557..962ce841b 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -76,6 +76,23 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, @@ -123,6 +140,16 @@ static uint32_t __glsl_shader_vert_spv[] = // glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, From a402f5b9a95e39aa287765409569ab255a22796c Mon Sep 17 00:00:00 2001 From: Andrew Willmott Date: Tue, 2 Apr 2019 12:25:33 +0100 Subject: [PATCH 129/687] Add makefile for freeglut --- examples/.gitignore | 1 + examples/example_freeglut_opengl2/Makefile | 65 ++++++++++++++++++++++ 2 files changed, 66 insertions(+) create mode 100644 examples/example_freeglut_opengl2/Makefile diff --git a/examples/.gitignore b/examples/.gitignore index b9e1bb62a..b2cde1986 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -33,6 +33,7 @@ example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl3/example_glfw_opengl3 example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl3/example_sdl_opengl3 +example_freeglut_opengl2/example_freeglut_opengl2 ## Dear ImGui Ini files imgui.ini diff --git a/examples/example_freeglut_opengl2/Makefile b/examples/example_freeglut_opengl2/Makefile new file mode 100644 index 000000000..9b409ab04 --- /dev/null +++ b/examples/example_freeglut_opengl2/Makefile @@ -0,0 +1,65 @@ +# +# Cross Platform Makefile +# Compatible with Ubuntu 14.04.1 and Mac OS X +# +# Linux: +# apt-get install freeglut3-dev +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_freeglut_opengl2 +SOURCES = main.cpp +SOURCES += ../imgui_impl_freeglut.cpp ../imgui_impl_opengl2.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +UNAME_S := $(shell uname -s) + + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS = -lGL -lglut + + CXXFLAGS = -I ../ -I../.. + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS = -framework OpenGL -framework GLUT + + CXXFLAGS = -I .. -I../.. + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) + ECHO_MESSAGE = "Windows" + LIBS = -lgdi32 -lopengl32 -limm32 -lglut + + CXXFLAGS = -I ../ -I../../ + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) From 81f70e5b7c0267cf142ece59f7c11325ee55348d Mon Sep 17 00:00:00 2001 From: Andrew Willmott Date: Tue, 2 Apr 2019 12:47:14 +0100 Subject: [PATCH 130/687] Fixups for OSX --- examples/example_freeglut_opengl2/main.cpp | 8 +++++++- examples/imgui_impl_freeglut.cpp | 8 +++++++- 2 files changed, 14 insertions(+), 2 deletions(-) diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp index c52dfe2ad..f62c36d5d 100644 --- a/examples/example_freeglut_opengl2/main.cpp +++ b/examples/example_freeglut_opengl2/main.cpp @@ -7,7 +7,11 @@ #include "imgui.h" #include "../imgui_impl_freeglut.h" #include "../imgui_impl_opengl2.h" -#include +#ifdef __APPLE__ + #include +#else + #include +#endif #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed @@ -87,7 +91,9 @@ int main(int argc, char** argv) { // Create GLUT window glutInit(&argc, argv); +#ifndef __APPLE__ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); +#endif glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); glutInitWindowSize(1280, 720); glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example"); diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp index 32671a6d7..61cab500d 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_freeglut.cpp @@ -21,7 +21,11 @@ #include "imgui.h" #include "imgui_impl_freeglut.h" -#include +#ifdef __APPLE__ + #include +#else + #include +#endif #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) @@ -68,7 +72,9 @@ void ImGui_ImplFreeGLUT_InstallFuncs() glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); +#ifndef __APPLE__ glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); +#endif glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc); glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc); From 3fad375f5f868bc1b89079b173b9bfcdcf6a586d Mon Sep 17 00:00:00 2001 From: Andrew Willmott Date: Tue, 2 Apr 2019 16:07:28 +0100 Subject: [PATCH 131/687] ifdef freeglut extensions properly --- examples/example_freeglut_opengl2/main.cpp | 2 +- examples/imgui_impl_freeglut.cpp | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp index f62c36d5d..cc12e6510 100644 --- a/examples/example_freeglut_opengl2/main.cpp +++ b/examples/example_freeglut_opengl2/main.cpp @@ -91,7 +91,7 @@ int main(int argc, char** argv) { // Create GLUT window glutInit(&argc, argv); -#ifndef __APPLE__ +#ifdef __FREEGLUT_EXT_H__ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); #endif glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp index 61cab500d..7054c378f 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_freeglut.cpp @@ -72,7 +72,7 @@ void ImGui_ImplFreeGLUT_InstallFuncs() glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); -#ifndef __APPLE__ +#ifdef __FREEGLUT_EXT_H__ glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); #endif glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); @@ -181,6 +181,7 @@ void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) io.MouseDown[button] = false; } +#ifdef __FREEGLUT_EXT_H__ void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) { ImGuiIO& io = ImGui::GetIO(); @@ -191,6 +192,7 @@ void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) io.MouseWheel -= 1.0; (void)button; // Unused } +#endif void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h) { From ece322ff12c4bea3a44b211ef470529163fb622b Mon Sep 17 00:00:00 2001 From: Andrew Willmott Date: Wed, 3 Apr 2019 14:53:11 +0100 Subject: [PATCH 132/687] freeglut -> glut rename --- docs/README.md | 2 +- examples/.gitignore | 2 +- examples/README.txt | 8 +-- .../Makefile | 4 +- .../example_freeglut_opengl2.vcxproj | 8 +-- .../example_freeglut_opengl2.vcxproj.filters | 6 +- .../main.cpp | 18 +++--- examples/imgui_impl_freeglut.h | 33 ---------- ..._impl_freeglut.cpp => imgui_impl_glut.cpp} | 60 +++++++++---------- examples/imgui_impl_glut.h | 33 ++++++++++ 10 files changed, 87 insertions(+), 87 deletions(-) rename examples/{example_freeglut_opengl2 => example_glut_opengl2}/Makefile (92%) rename examples/{example_freeglut_opengl2 => example_glut_opengl2}/example_freeglut_opengl2.vcxproj (98%) rename examples/{example_freeglut_opengl2 => example_glut_opengl2}/example_freeglut_opengl2.vcxproj.filters (93%) rename examples/{example_freeglut_opengl2 => example_glut_opengl2}/main.cpp (92%) delete mode 100644 examples/imgui_impl_freeglut.h rename examples/{imgui_impl_freeglut.cpp => imgui_impl_glut.cpp} (78%) create mode 100644 examples/imgui_impl_glut.h diff --git a/docs/README.md b/docs/README.md index 1a70ebf32..febacf053 100644 --- a/docs/README.md +++ b/docs/README.md @@ -134,7 +134,7 @@ Languages: (third-party bindings) Frameworks: - Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) diff --git a/examples/.gitignore b/examples/.gitignore index b2cde1986..428ea4466 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -33,7 +33,7 @@ example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl3/example_glfw_opengl3 example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl3/example_sdl_opengl3 -example_freeglut_opengl2/example_freeglut_opengl2 +example_glut_opengl2/example_glut_opengl2 ## Dear ImGui Ini files imgui.ini diff --git a/examples/README.txt b/examples/README.txt index 97787f471..2876f7ee0 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -104,7 +104,7 @@ List of Platforms Bindings in this repository: imgui_impl_osx.mm ; macOS native API imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's) + imgui_impl_glut.cpp ; GLUT (if you really miss the 90's) List of Renderer Bindings in this repository: @@ -223,9 +223,9 @@ example_allegro5/ Allegro 5 example. = main.cpp + imgui_impl_allegro5.cpp -example_freeglut_opengl2/ - FreeGLUT + OpenGL2. - = main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp +example_glut_opengl2/ + GLUT (E.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. + = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp example_marmalade/ Marmalade example using IwGx. diff --git a/examples/example_freeglut_opengl2/Makefile b/examples/example_glut_opengl2/Makefile similarity index 92% rename from examples/example_freeglut_opengl2/Makefile rename to examples/example_glut_opengl2/Makefile index 9b409ab04..25ddc43a7 100644 --- a/examples/example_freeglut_opengl2/Makefile +++ b/examples/example_glut_opengl2/Makefile @@ -9,9 +9,9 @@ #CXX = g++ #CXX = clang++ -EXE = example_freeglut_opengl2 +EXE = example_glut_opengl2 SOURCES = main.cpp -SOURCES += ../imgui_impl_freeglut.cpp ../imgui_impl_opengl2.cpp +SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj b/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj similarity index 98% rename from examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj rename to examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj index e3bd4176a..58599e6db 100644 --- a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj +++ b/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj @@ -20,7 +20,7 @@ {F90D0333-5FB1-440D-918D-DD39A1B5187E} - example_freeglut_opengl2 + example_glut_opengl2 @@ -154,7 +154,7 @@ - + @@ -162,7 +162,7 @@ - + @@ -172,4 +172,4 @@ - \ No newline at end of file + diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters b/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj.filters similarity index 93% rename from examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters rename to examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj.filters index eb6d8526a..290d43d7b 100644 --- a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters +++ b/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj.filters @@ -22,7 +22,7 @@ imgui - + sources @@ -42,7 +42,7 @@ imgui - + sources @@ -55,4 +55,4 @@ sources - \ No newline at end of file + diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp similarity index 92% rename from examples/example_freeglut_opengl2/main.cpp rename to examples/example_glut_opengl2/main.cpp index cc12e6510..4a4a03ad5 100644 --- a/examples/example_freeglut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -1,11 +1,11 @@ -// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline +// dear imgui: standalone example application for GLUT + OpenGL2, using legacy fixed pipeline // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! #include "imgui.h" -#include "../imgui_impl_freeglut.h" +#include "../imgui_impl_glut.h" #include "../imgui_impl_opengl2.h" #ifdef __APPLE__ #include @@ -65,7 +65,7 @@ void glut_display_func() { // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplFreeGLUT_NewFrame(); + ImGui_ImplGLUT_NewFrame(); my_display_code(); @@ -96,11 +96,11 @@ int main(int argc, char** argv) #endif glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); glutInitWindowSize(1280, 720); - glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example"); + glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); // Setup GLUT display function - // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us, - // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves. + // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, + // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. glutDisplayFunc(glut_display_func); // Setup Dear ImGui context @@ -113,8 +113,8 @@ int main(int argc, char** argv) //ImGui::StyleColorsClassic(); // Setup Platform/Renderer bindings - ImGui_ImplFreeGLUT_Init(); - ImGui_ImplFreeGLUT_InstallFuncs(); + ImGui_ImplGLUT_Init(); + ImGui_ImplGLUT_InstallFuncs(); ImGui_ImplOpenGL2_Init(); // Load Fonts @@ -136,7 +136,7 @@ int main(int argc, char** argv) // Cleanup ImGui_ImplOpenGL2_Shutdown(); - ImGui_ImplFreeGLUT_Shutdown(); + ImGui_ImplGLUT_Shutdown(); ImGui::DestroyContext(); return 0; diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h deleted file mode 100644 index 6d565ec6b..000000000 --- a/examples/imgui_impl_freeglut.h +++ /dev/null @@ -1,33 +0,0 @@ -// dear imgui: Platform Binding for FreeGLUT -// This needs to be used along with a Renderer (e.g. OpenGL2) - -// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! -// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! - -// Issues: -// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I -// [ ] Platform: Missing clipboard support (not supported by Glut). -// [ ] Platform: Missing gamepad support. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#pragma once - -IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame(); - -// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically, -// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. -//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc -IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_glut.cpp similarity index 78% rename from examples/imgui_impl_freeglut.cpp rename to examples/imgui_impl_glut.cpp index 7054c378f..60333caf4 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -1,4 +1,4 @@ -// dear imgui: Platform Binding for FreeGLUT +// dear imgui: Platform Binding for GLUT // This needs to be used along with a Renderer (e.g. OpenGL2) // !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! @@ -17,10 +17,10 @@ // (minor and older changes stripped away, please see git history for details) // 2019-03-25: Misc: Made io.DeltaTime always above zero. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-03-22: Added FreeGLUT Platform binding. +// 2018-03-22: Added GLUT Platform binding. #include "imgui.h" -#include "imgui_impl_freeglut.h" +#include "imgui_impl_glut.h" #ifdef __APPLE__ #include #else @@ -33,10 +33,10 @@ static int g_Time = 0; // Current time, in milliseconds -bool ImGui_ImplFreeGLUT_Init() +bool ImGui_ImplGLUT_Init() { ImGuiIO& io = ImGui::GetIO(); - io.BackendPlatformName ="imgui_impl_freeglut"; + io.BackendPlatformName ="imgui_impl_glut"; g_Time = 0; @@ -66,26 +66,26 @@ bool ImGui_ImplFreeGLUT_Init() return true; } -void ImGui_ImplFreeGLUT_InstallFuncs() +void ImGui_ImplGLUT_InstallFuncs() { - glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc); - glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); - glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); - glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); #ifdef __FREEGLUT_EXT_H__ - glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); #endif - glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); - glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc); - glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc); - glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc); + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); } -void ImGui_ImplFreeGLUT_Shutdown() +void ImGui_ImplGLUT_Shutdown() { } -void ImGui_ImplFreeGLUT_NewFrame() +void ImGui_ImplGLUT_NewFrame() { // Setup time step ImGuiIO& io = ImGui::GetIO(); @@ -100,7 +100,7 @@ void ImGui_ImplFreeGLUT_NewFrame() ImGui::NewFrame(); } -static void ImGui_ImplFreeGLUT_UpdateKeyboardMods() +static void ImGui_ImplGLUT_UpdateKeyboardMods() { ImGuiIO& io = ImGui::GetIO(); int mods = glutGetModifiers(); @@ -109,7 +109,7 @@ static void ImGui_ImplFreeGLUT_UpdateKeyboardMods() io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0; } -void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y) +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) { // Send character to imgui //printf("char_down_func %d '%c'\n", c, c); @@ -127,11 +127,11 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y) io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true; else io.KeysDown[c] = true; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + ImGui_ImplGLUT_UpdateKeyboardMods(); (void)x; (void)y; // Unused } -void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) { //printf("char_up_func %d '%c'\n", c, c); ImGuiIO& io = ImGui::GetIO(); @@ -143,31 +143,31 @@ void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y) io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false; else io.KeysDown[c] = false; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + ImGui_ImplGLUT_UpdateKeyboardMods(); (void)x; (void)y; // Unused } -void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y) +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) { //printf("key_down_func %d\n", key); ImGuiIO& io = ImGui::GetIO(); if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) io.KeysDown[key + 256] = true; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + ImGui_ImplGLUT_UpdateKeyboardMods(); (void)x; (void)y; // Unused } -void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y) +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) { //printf("key_up_func %d\n", key); ImGuiIO& io = ImGui::GetIO(); if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) io.KeysDown[key + 256] = false; - ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + ImGui_ImplGLUT_UpdateKeyboardMods(); (void)x; (void)y; // Unused } -void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2((float)x, (float)y); @@ -182,7 +182,7 @@ void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) } #ifdef __FREEGLUT_EXT_H__ -void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2((float)x, (float)y); @@ -194,13 +194,13 @@ void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) } #endif -void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h) +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); } -void ImGui_ImplFreeGLUT_MotionFunc(int x, int y) +void ImGui_ImplGLUT_MotionFunc(int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2((float)x, (float)y); diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h new file mode 100644 index 000000000..59fe0d51f --- /dev/null +++ b/examples/imgui_impl_glut.h @@ -0,0 +1,33 @@ +// dear imgui: Platform Binding for GLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! + +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc From cdb109f617bd44df718f2c7c367ece02e2468da9 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 16:23:50 +0200 Subject: [PATCH 133/687] Renamed freeglut vcxproj files + Comments, Changelog (#2465) --- docs/CHANGELOG.txt | 4 +++- examples/README.txt | 4 ++-- ...freeglut_opengl2.vcxproj => example_glut_opengl2.vcxproj} | 0 ....vcxproj.filters => example_glut_opengl2.vcxproj.filters} | 0 examples/example_glut_opengl2/main.cpp | 4 ++-- examples/imgui_impl_glut.cpp | 5 +++-- examples/imgui_impl_glut.h | 4 ++-- 7 files changed, 12 insertions(+), 9 deletions(-) rename examples/example_glut_opengl2/{example_freeglut_opengl2.vcxproj => example_glut_opengl2.vcxproj} (100%) rename examples/example_glut_opengl2/{example_freeglut_opengl2.vcxproj.filters => example_glut_opengl2.vcxproj.filters} (100%) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b4f7a9c2e..316e69f37 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,7 +49,9 @@ Other Changes: - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) -- Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430) +- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] +- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] +- Examples: GLUT: Made io.DeltaTime always > 0. (#2430) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index 2876f7ee0..039747454 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -104,7 +104,7 @@ List of Platforms Bindings in this repository: imgui_impl_osx.mm ; macOS native API imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_glut.cpp ; GLUT (if you really miss the 90's) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's) List of Renderer Bindings in this repository: @@ -224,7 +224,7 @@ example_allegro5/ = main.cpp + imgui_impl_allegro5.cpp example_glut_opengl2/ - GLUT (E.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. + GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp example_marmalade/ diff --git a/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj b/examples/example_glut_opengl2/example_glut_opengl2.vcxproj similarity index 100% rename from examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj rename to examples/example_glut_opengl2/example_glut_opengl2.vcxproj diff --git a/examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj.filters b/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters similarity index 100% rename from examples/example_glut_opengl2/example_freeglut_opengl2.vcxproj.filters rename to examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 4a4a03ad5..1089baee4 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -1,7 +1,7 @@ -// dear imgui: standalone example application for GLUT + OpenGL2, using legacy fixed pipeline +// dear imgui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! #include "imgui.h" diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index 60333caf4..d8bd7498b 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -1,7 +1,7 @@ -// dear imgui: Platform Binding for GLUT +// dear imgui: Platform Binding for GLUT/FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) -// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // Issues: @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. // 2019-03-25: Misc: Made io.DeltaTime always above zero. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-03-22: Added GLUT Platform binding. diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h index 59fe0d51f..8fde9bab8 100644 --- a/examples/imgui_impl_glut.h +++ b/examples/imgui_impl_glut.h @@ -1,7 +1,7 @@ -// dear imgui: Platform Binding for GLUT +// dear imgui: Platform Binding for GLUT/FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) -// !!! GLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // Issues: From fc523646529c336505c64f38f33dca463213709d Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 17:23:31 +0200 Subject: [PATCH 134/687] Tabs to Spaces, comments. --- examples/example_glfw_vulkan/main.cpp | 132 +++++++++++++------------- examples/example_sdl_vulkan/main.cpp | 28 +++--- examples/imgui_impl_metal.mm | 2 +- examples/imgui_impl_opengl2.cpp | 4 +- examples/imgui_impl_vulkan.cpp | 10 +- examples/imgui_impl_vulkan.h | 3 + imgui.cpp | 2 +- 7 files changed, 92 insertions(+), 89 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index fa098af85..0a9b8ccc0 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -233,77 +233,77 @@ static void CleanupVulkan() static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) { - VkResult err; + VkResult err; - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); - check_vk_result(err); + VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + check_vk_result(err); ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; { - err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking - check_vk_result(err); + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); - err = vkResetFences(g_Device, 1, &fd->Fence); - check_vk_result(err); - } - { - err = vkResetCommandPool(g_Device, fd->CommandPool, 0); - check_vk_result(err); - VkCommandBufferBeginInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; - info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; - err = vkBeginCommandBuffer(fd->CommandBuffer, &info); - check_vk_result(err); - } - { - VkRenderPassBeginInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; - info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; - info.renderArea.extent.width = wd->Width; - info.renderArea.extent.height = wd->Height; - info.clearValueCount = 1; - info.pClearValues = &wd->ClearValue; - vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); - } + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = wd->Framebuffer[wd->FrameIndex]; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } - // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + // Record Imgui Draw Data and draw funcs into command buffer + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); - // Submit command buffer - vkCmdEndRenderPass(fd->CommandBuffer); - { - VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; - VkSubmitInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; - info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &image_acquired_semaphore; - info.pWaitDstStageMask = &wait_stage; - info.commandBufferCount = 1; - info.pCommandBuffers = &fd->CommandBuffer; - info.signalSemaphoreCount = 1; - info.pSignalSemaphores = &fd->RenderCompleteSemaphore; + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fd->RenderCompleteSemaphore; - err = vkEndCommandBuffer(fd->CommandBuffer); - check_vk_result(err); - err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); - check_vk_result(err); - } + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } } static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; - VkPresentInfoKHR info = {}; - info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; - info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &fd->RenderCompleteSemaphore; - info.swapchainCount = 1; - info.pSwapchains = &wd->Swapchain; - info.pImageIndices = &wd->FrameIndex; - VkResult err = vkQueuePresentKHR(g_Queue, &info); - check_vk_result(err); + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + check_vk_result(err); } static void glfw_error_callback(int error, const char* description) @@ -315,12 +315,12 @@ static void glfw_resize_callback(GLFWwindow*, int w, int h) { g_ResizeWanted = true; g_ResizeWidth = w; - g_ResizeHeight = h; + g_ResizeHeight = h; } int main(int, char**) { - // Setup window + // Setup window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; @@ -433,11 +433,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_ResizeWanted) - { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight); - g_ResizeWanted = false; - } + if (g_ResizeWanted) + { + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight); + g_ResizeWanted = false; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -484,7 +484,7 @@ int main(int, char**) // Rendering ImGui::Render(); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); - FrameRender(wd); + FrameRender(wd); FramePresent(wd); } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index c52057504..e17a8ab74 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -223,18 +223,18 @@ static void CleanupVulkan() static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) { - VkResult err; + VkResult err; - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); - check_vk_result(err); + VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + check_vk_result(err); ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; { - err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking check_vk_result(err); - err = vkResetFences(g_Device, 1, &fd->Fence); + err = vkResetFences(g_Device, 1, &fd->Fence); check_vk_result(err); } { @@ -250,7 +250,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; + info.framebuffer = wd->Framebuffer[wd->FrameIndex]; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = 1; @@ -258,17 +258,17 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); } - // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + // Record Imgui Draw Data and draw funcs into command buffer + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); - // Submit command buffer + // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); { VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkSubmitInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitSemaphores = &image_acquired_semaphore; info.pWaitDstStageMask = &wait_stage; info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; @@ -291,8 +291,8 @@ static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) info.pWaitSemaphores = &fd->RenderCompleteSemaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; - info.pImageIndices = &wd->FrameIndex; - VkResult err = vkQueuePresentKHR(g_Queue, &info); + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); check_vk_result(err); } @@ -470,7 +470,7 @@ int main(int, char**) // Rendering ImGui::Render(); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); - FrameRender(wd); + FrameRender(wd); FramePresent(wd); } diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 95de91c62..c04ecbf12 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -18,7 +18,7 @@ #include "imgui_impl_metal.h" #import -// #import // Not suported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) +// #import // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) #import #pragma mark - Support classes diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 5acccc081..17e8b728a 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -103,9 +103,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function: - // GLint last_program; + // GLint last_program; // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); // glUseProgram(0); // ImGui_ImplOpenGL2_RenderDrawData(...); diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 962ce841b..f22efd556 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -946,7 +946,7 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h) { - uint32_t min_image_count = 2; // FIXME: this should become a function parameter + uint32_t min_image_count = 2; // FIXME: this should become a function parameter VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; @@ -974,7 +974,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; - info.minImageCount = min_image_count; + info.minImageCount = min_image_count; info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; @@ -989,9 +989,9 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); check_vk_result(err); if (info.minImageCount < cap.minImageCount) - info.minImageCount = cap.minImageCount; - else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) - info.minImageCount = cap.maxImageCount; + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; if (cap.currentExtent.width == 0xffffffff) { diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 0a01bc0ec..8bb35c865 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -46,6 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -69,6 +70,7 @@ IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysic IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) struct ImGui_ImplVulkanH_FrameData { uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices @@ -82,6 +84,7 @@ struct ImGui_ImplVulkanH_FrameData }; // Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) struct ImGui_ImplVulkanH_WindowData { int Width; diff --git a/imgui.cpp b/imgui.cpp index 506a22aa5..c01845415 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1333,7 +1333,7 @@ const char* ImStrchrRange(const char* str, const char* str_end, char c) int ImStrlenW(const ImWchar* str) { - //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits int n = 0; while (*str++) n++; return n; From 1c3311e4d646dc6f81bb54de8ce0990373e39282 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 4 Apr 2019 22:09:12 +0200 Subject: [PATCH 135/687] Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_vulkan.cpp | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 316e69f37..a4cbd4deb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -48,6 +48,7 @@ Other Changes: GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). +- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] - Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index f22efd556..2d4979319 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -347,6 +348,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { + // Negative offsets are illegal for vkCmdSetScissor + if (clip_rect.x < 0.0f) + clip_rect.x = 0.0f; + if (clip_rect.y < 0.0f) + clip_rect.y = 0.0f; + // Apply scissor/clipping rectangle VkRect2D scissor; scissor.offset.x = (int32_t)(clip_rect.x); From b88a3b271123f08fbfc53f5a746a4583b086224b Mon Sep 17 00:00:00 2001 From: MindSpunk Date: Sun, 9 Sep 2018 16:04:44 +1000 Subject: [PATCH 136/687] Examples: Vulkan: Added calls to supports runtime changing back buffer count. (#2071) --- examples/example_glfw_vulkan/main.cpp | 41 ++++++++++--- examples/example_sdl_vulkan/main.cpp | 48 ++++++++++++++- examples/imgui_impl_vulkan.cpp | 87 ++++++++++++++++++++------- examples/imgui_impl_vulkan.h | 10 ++- 4 files changed, 150 insertions(+), 36 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 0a9b8ccc0..6459a7aa9 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -23,6 +23,7 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif +static uint32_t g_MinImageCount = 2; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -211,8 +212,8 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height); + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); } static void CleanupVulkan() @@ -373,6 +374,7 @@ int main(int, char**) init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; init_info.CheckVkResultFn = check_vk_result; + init_info.QueuedFrames = wd->BackBufferCount; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); // Load Fonts @@ -433,11 +435,14 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_ResizeWanted) - { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight); - g_ResizeWanted = false; - } + if (g_ResizeWanted) + { + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + g_WindowData.FrameIndex = 0; + g_ResizeWanted = false; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -478,6 +483,28 @@ int main(int, char**) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; + + if (ImGui::Button("Increase")) + { + g_MinImageCount++; + g_ResizeWanted = true; + } + + ImGui::SameLine(); + if (ImGui::Button("Decrease")) + { + if (g_MinImageCount != 2) + { + g_MinImageCount--; + g_ResizeWanted = true; + } + } + + ImGui::SameLine(); + ImGui::Text("Back Buffers: %i", g_MinImageCount); + + ImGui::Text("Frame Index %i", wd->FrameIndex); + ImGui::End(); } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index e17a8ab74..b9bcffe9b 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -15,6 +15,8 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif +static uint32_t g_MinImageCount = 2; +static bool g_PendingSwapchainRebuild = false; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -201,8 +203,8 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height); + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); } static void CleanupVulkan() @@ -296,6 +298,20 @@ static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) check_vk_result(err); } +static void RebuildSwapChain(int width, int height) +{ + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + g_WindowData.FrameIndex = 0; + g_PendingSwapchainRebuild = false; +} + +static void RebuildSwapChain() +{ + RebuildSwapChain(g_WindowData.Width, g_WindowData.Height); +} + int main(int, char**) { // Setup SDL @@ -354,6 +370,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; + init_info.QueuedFrames = wd->BackBufferCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -422,9 +439,12 @@ int main(int, char**) if (event.type == SDL_QUIT) done = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2); + RebuildSwapChain((int)event.window.data1, (int)event.window.data2); } + if (g_PendingSwapchainRebuild) + RebuildSwapChain(); + // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); ImGui_ImplSDL2_NewFrame(window); @@ -464,6 +484,28 @@ int main(int, char**) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; + + if (ImGui::Button("Increase")) + { + g_MinImageCount++; + g_PendingSwapchainRebuild = true; + } + + ImGui::SameLine(); + if (ImGui::Button("Decrease")) + { + if (g_MinImageCount != 2) + { + g_MinImageCount--; + g_PendingSwapchainRebuild = true; + } + } + + ImGui::SameLine(); + ImGui::Text("Back Buffers: %i", g_MinImageCount); + + ImGui::Text("Frame Index %i", wd->FrameIndex); + ImGui::End(); } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 2d4979319..833e4d3e4 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -64,8 +64,8 @@ struct FrameDataForRender VkBuffer VertexBuffer; VkBuffer IndexBuffer; }; -static int g_FrameIndex = 0; -static FrameDataForRender g_FramesDataBuffers[IMGUI_VK_QUEUED_FRAMES] = {}; +static int g_FrameIndex = 0; +static ImVector g_FramesDataBuffers = {}; // Font data static VkSampler g_FontSampler = VK_NULL_HANDLE; @@ -240,7 +240,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkResult err; FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; - g_FrameIndex = (g_FrameIndex + 1) % IM_ARRAYSIZE(g_FramesDataBuffers); + g_FrameIndex = (g_FrameIndex + 1) % g_FramesDataBuffers.size(); // Create the Vertex and Index buffers: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -728,15 +728,6 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() { ImGui_ImplVulkan_InvalidateFontUploadObjects(); - for (int i = 0; i < IM_ARRAYSIZE(g_FramesDataBuffers); i++) - { - FrameDataForRender* fd = &g_FramesDataBuffers[i]; - if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } - if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } - if (fd->IndexBuffer) { vkDestroyBuffer (g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } - if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } - } - if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; } @@ -746,6 +737,18 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } } +void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() +{ + for (int i = 0; i < g_FramesDataBuffers.size(); i++) + { + FrameDataForRender* fd = &g_FramesDataBuffers[i]; + if (fd->VertexBuffer) { vkDestroyBuffer(g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } + if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } + if (fd->IndexBuffer) { vkDestroyBuffer(g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } + if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } + } +} + bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { ImGuiIO& io = ImGui::GetIO(); @@ -768,6 +771,11 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend g_DescriptorPool = info->DescriptorPool; g_Allocator = info->Allocator; g_CheckVkResultFn = info->CheckVkResultFn; + g_FramesDataBuffers.resize(info->QueuedFrames); + for (int i = 0; i < g_FramesDataBuffers.size(); i++) + { + g_FramesDataBuffers[i] = FrameDataForRender(); + } ImGui_ImplVulkan_CreateDeviceObjects(); @@ -776,6 +784,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { + ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); ImGui_ImplVulkan_InvalidateDeviceObjects(); } @@ -783,6 +792,24 @@ void ImGui_ImplVulkan_NewFrame() { } +void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count) +{ + if (count == g_FramesDataBuffers.size()) + { + return; + } + ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); + + uint32_t old_size = g_FramesDataBuffers.size(); + g_FramesDataBuffers.resize(count); + for (uint32_t i = old_size; i < count; i++) + { + + g_FramesDataBuffers[i] = FrameDataForRender(); + } + g_FrameIndex = 0; +} + //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers @@ -901,7 +928,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_ // Create Command Buffers VkResult err; - for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++) + for (int i = 0; i < wd->Frames.size(); i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; { @@ -951,10 +978,8 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m return 1; } -void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h) +void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { - uint32_t min_image_count = 2; // FIXME: this should become a function parameter - VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; err = vkDeviceWaitIdle(device); @@ -1015,7 +1040,18 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL); check_vk_result(err); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer); - check_vk_result(err); + check_vk_result(err); + + for (uint32_t i = 0; i < wd->Frames.size(); i++) + { + ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); + } + uint32_t old_size = wd->Frames.size(); + wd->Frames.resize(wd->BackBufferCount); + for (uint32_t i = 0; i < wd->Frames.size(); i++) + { + wd->Frames[i] = ImGui_ImplVulkanH_FrameData(); + } } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1102,14 +1138,10 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++) + for (int i = 0; i < wd->Frames.size(); i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - vkDestroyFence(device, fd->Fence, allocator); - vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); - vkDestroyCommandPool(device, fd->CommandPool, allocator); - vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); - vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); + ImGui_ImplVulkanH_DestroyFrameData(instance, device, fd, allocator); } for (uint32_t i = 0; i < wd->BackBufferCount; i++) { @@ -1121,3 +1153,12 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I vkDestroySurfaceKHR(instance, wd->Surface, allocator); *wd = ImGui_ImplVulkanH_WindowData(); } + +void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); +} diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 8bb35c865..96cf52bef 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -15,7 +15,7 @@ #include -#define IMGUI_VK_QUEUED_FRAMES 2 +//#define IMGUI_VK_QUEUED_FRAMES 2 // Please zero-clear before use. struct ImGui_ImplVulkan_InitInfo @@ -27,6 +27,7 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; + int QueuedFrames; const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; @@ -35,6 +36,7 @@ struct ImGui_ImplVulkan_InitInfo IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); @@ -42,6 +44,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); // Called by ImGui_ImplVulkan_Init() might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); //------------------------------------------------------------------------- @@ -63,8 +66,9 @@ struct ImGui_ImplVulkanH_FrameData; struct ImGui_ImplVulkanH_WindowData; IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h); +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); @@ -101,7 +105,7 @@ struct ImGui_ImplVulkanH_WindowData VkImageView BackBufferView[16]; VkFramebuffer Framebuffer[16]; uint32_t FrameIndex; - ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES]; + ImVector Frames; IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData(); }; From c7eef99a331595600c69965426ffc7c26837aa5e Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Sep 2018 22:18:24 +0200 Subject: [PATCH 137/687] Examples: Vulkan: Fixed tabs->space, removed extraneous braces and empty lines. (#2071) --- examples/example_glfw_vulkan/main.cpp | 56 +++++++++---------- examples/example_sdl_vulkan/main.cpp | 63 ++++++++++------------ examples/imgui_impl_vulkan.cpp | 77 ++++++++++++--------------- examples/imgui_impl_vulkan.h | 2 +- 4 files changed, 91 insertions(+), 107 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 6459a7aa9..6e25185f7 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -23,7 +23,7 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static uint32_t g_MinImageCount = 2; +static uint32_t g_MinImageCount = 2; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -213,7 +213,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); } static void CleanupVulkan() @@ -374,7 +374,7 @@ int main(int, char**) init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; init_info.CheckVkResultFn = check_vk_result; - init_info.QueuedFrames = wd->BackBufferCount; + init_info.QueuedFrames = wd->BackBufferCount; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); // Load Fonts @@ -435,14 +435,14 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_ResizeWanted) - { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); - ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); - g_WindowData.FrameIndex = 0; - g_ResizeWanted = false; - } + if (g_ResizeWanted) + { + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + g_WindowData.FrameIndex = 0; + g_ResizeWanted = false; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -484,26 +484,26 @@ int main(int, char**) if (ImGui::Button("Close Me")) show_another_window = false; - if (ImGui::Button("Increase")) - { - g_MinImageCount++; - g_ResizeWanted = true; - } + if (ImGui::Button("Increase")) + { + g_MinImageCount++; + g_ResizeWanted = true; + } - ImGui::SameLine(); - if (ImGui::Button("Decrease")) - { - if (g_MinImageCount != 2) - { - g_MinImageCount--; - g_ResizeWanted = true; - } - } + ImGui::SameLine(); + if (ImGui::Button("Decrease")) + { + if (g_MinImageCount != 2) + { + g_MinImageCount--; + g_ResizeWanted = true; + } + } - ImGui::SameLine(); - ImGui::Text("Back Buffers: %i", g_MinImageCount); + ImGui::SameLine(); + ImGui::Text("Back Buffers: %i", g_MinImageCount); - ImGui::Text("Frame Index %i", wd->FrameIndex); + ImGui::Text("Frame Index %i", wd->FrameIndex); ImGui::End(); } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index b9bcffe9b..b430f5a0a 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -15,8 +15,8 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static uint32_t g_MinImageCount = 2; -static bool g_PendingSwapchainRebuild = false; +static uint32_t g_MinImageCount = 2; +static bool g_PendingSwapchainRebuild = false; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -204,7 +204,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); } static void CleanupVulkan() @@ -300,16 +300,11 @@ static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) static void RebuildSwapChain(int width, int height) { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); - ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); - g_WindowData.FrameIndex = 0; - g_PendingSwapchainRebuild = false; -} - -static void RebuildSwapChain() -{ - RebuildSwapChain(g_WindowData.Width, g_WindowData.Height); + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + g_WindowData.FrameIndex = 0; + g_PendingSwapchainRebuild = false; } int main(int, char**) @@ -370,7 +365,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.QueuedFrames = wd->BackBufferCount; + init_info.QueuedFrames = wd->BackBufferCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -439,11 +434,11 @@ int main(int, char**) if (event.type == SDL_QUIT) done = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) - RebuildSwapChain((int)event.window.data1, (int)event.window.data2); + RebuildSwapChain((int)event.window.data1, (int)event.window.data2); } - if (g_PendingSwapchainRebuild) - RebuildSwapChain(); + if (g_PendingSwapchainRebuild) + RebuildSwapChain(g_WindowData.Width, g_WindowData.Height); // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -485,26 +480,26 @@ int main(int, char**) if (ImGui::Button("Close Me")) show_another_window = false; - if (ImGui::Button("Increase")) - { - g_MinImageCount++; - g_PendingSwapchainRebuild = true; - } + if (ImGui::Button("Increase")) + { + g_MinImageCount++; + g_PendingSwapchainRebuild = true; + } - ImGui::SameLine(); - if (ImGui::Button("Decrease")) - { - if (g_MinImageCount != 2) - { - g_MinImageCount--; - g_PendingSwapchainRebuild = true; - } - } + ImGui::SameLine(); + if (ImGui::Button("Decrease")) + { + if (g_MinImageCount != 2) + { + g_MinImageCount--; + g_PendingSwapchainRebuild = true; + } + } - ImGui::SameLine(); - ImGui::Text("Back Buffers: %i", g_MinImageCount); + ImGui::SameLine(); + ImGui::Text("Back Buffers: %i", g_MinImageCount); - ImGui::Text("Frame Index %i", wd->FrameIndex); + ImGui::Text("Frame Index %i", wd->FrameIndex); ImGui::End(); } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 833e4d3e4..a74323ee8 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -739,14 +739,14 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() { - for (int i = 0; i < g_FramesDataBuffers.size(); i++) - { - FrameDataForRender* fd = &g_FramesDataBuffers[i]; - if (fd->VertexBuffer) { vkDestroyBuffer(g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } - if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } - if (fd->IndexBuffer) { vkDestroyBuffer(g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } - if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } - } + for (int i = 0; i < g_FramesDataBuffers.size(); i++) + { + FrameDataForRender* fd = &g_FramesDataBuffers[i]; + if (fd->VertexBuffer) { vkDestroyBuffer(g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } + if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } + if (fd->IndexBuffer) { vkDestroyBuffer(g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } + if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } + } } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) @@ -771,11 +771,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend g_DescriptorPool = info->DescriptorPool; g_Allocator = info->Allocator; g_CheckVkResultFn = info->CheckVkResultFn; - g_FramesDataBuffers.resize(info->QueuedFrames); - for (int i = 0; i < g_FramesDataBuffers.size(); i++) - { - g_FramesDataBuffers[i] = FrameDataForRender(); - } + g_FramesDataBuffers.resize(info->QueuedFrames); + for (int i = 0; i < g_FramesDataBuffers.size(); i++) + g_FramesDataBuffers[i] = FrameDataForRender(); ImGui_ImplVulkan_CreateDeviceObjects(); @@ -784,7 +782,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { - ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); + ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); ImGui_ImplVulkan_InvalidateDeviceObjects(); } @@ -794,20 +792,15 @@ void ImGui_ImplVulkan_NewFrame() void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count) { - if (count == g_FramesDataBuffers.size()) - { - return; - } - ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); + if (count == g_FramesDataBuffers.size()) + return; + ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); - uint32_t old_size = g_FramesDataBuffers.size(); - g_FramesDataBuffers.resize(count); - for (uint32_t i = old_size; i < count; i++) - { - - g_FramesDataBuffers[i] = FrameDataForRender(); - } - g_FrameIndex = 0; + uint32_t old_size = g_FramesDataBuffers.size(); + g_FramesDataBuffers.resize(count); + for (uint32_t i = old_size; i < count; i++) + g_FramesDataBuffers[i] = FrameDataForRender(); + g_FrameIndex = 0; } @@ -1040,18 +1033,14 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL); check_vk_result(err); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer); - check_vk_result(err); + check_vk_result(err); - for (uint32_t i = 0; i < wd->Frames.size(); i++) - { - ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); - } - uint32_t old_size = wd->Frames.size(); - wd->Frames.resize(wd->BackBufferCount); - for (uint32_t i = 0; i < wd->Frames.size(); i++) - { - wd->Frames[i] = ImGui_ImplVulkanH_FrameData(); - } + for (uint32_t i = 0; i < wd->Frames.size(); i++) + ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); + uint32_t old_size = wd->Frames.size(); + wd->Frames.resize(wd->BackBufferCount); + for (uint32_t i = 0; i < wd->Frames.size(); i++) + wd->Frames[i] = ImGui_ImplVulkanH_FrameData(); } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1141,7 +1130,7 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I for (int i = 0; i < wd->Frames.size(); i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - ImGui_ImplVulkanH_DestroyFrameData(instance, device, fd, allocator); + ImGui_ImplVulkanH_DestroyFrameData(instance, device, fd, allocator); } for (uint32_t i = 0; i < wd->BackBufferCount; i++) { @@ -1156,9 +1145,9 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator) { - vkDestroyFence(device, fd->Fence, allocator); - vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); - vkDestroyCommandPool(device, fd->CommandPool, allocator); - vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); - vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 96cf52bef..9164e6c3a 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -27,7 +27,7 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; - int QueuedFrames; + int QueuedFrames; const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; From 317859a3dad32ef8acf1ba77d6e266e6c1f7e379 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 15:48:22 +0200 Subject: [PATCH 138/687] Examples: Vulkan: Updated Changelog, removed debug code, tweaked code, made GLFW/SDL match each others. Initialize FrameDataForRender fields. Added Assertion. Clearing fields on DestroyFrameData(). (#2071) --- docs/CHANGELOG.txt | 3 ++ examples/example_glfw_vulkan/main.cpp | 35 ++++------------- examples/example_sdl_vulkan/main.cpp | 54 +++++++++------------------ examples/imgui_impl_vulkan.cpp | 51 +++++++++++++++---------- examples/imgui_impl_vulkan.h | 4 +- 5 files changed, 61 insertions(+), 86 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a4cbd4deb..0220f23ab 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,9 @@ Other Changes: - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added QueuedFramesCount field in ImGui_ImplVulkan_InitInfo, required during + initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071) [@nathanvoglsam] + Added ImGui_ImplVulkan_SetQueuedFramesCount() to override QueuedFramesCount while running. - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] - Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 6e25185f7..b04bde38d 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -23,7 +23,6 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static uint32_t g_MinImageCount = 2; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -35,7 +34,8 @@ static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static ImGui_ImplVulkanH_WindowData g_WindowData; -static bool g_ResizeWanted = false; +static int g_MinImageCount = 2; +static bool g_WantSwapChainRebuild = false; static int g_ResizeWidth = 0, g_ResizeHeight = 0; static void check_vk_result(VkResult err) @@ -214,6 +214,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + IM_ASSERT(wd->BackBufferCount > 0); } static void CleanupVulkan() @@ -314,7 +315,7 @@ static void glfw_error_callback(int error, const char* description) static void glfw_resize_callback(GLFWwindow*, int w, int h) { - g_ResizeWanted = true; + g_WantSwapChainRebuild = true; g_ResizeWidth = w; g_ResizeHeight = h; } @@ -373,8 +374,8 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; + init_info.QueuedFramesCount = (int)wd->BackBufferCount; init_info.CheckVkResultFn = check_vk_result; - init_info.QueuedFrames = wd->BackBufferCount; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); // Load Fonts @@ -435,13 +436,13 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_ResizeWanted) + if (g_WantSwapChainRebuild) { ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); g_WindowData.FrameIndex = 0; - g_ResizeWanted = false; + g_WantSwapChainRebuild = false; } // Start the Dear ImGui frame @@ -483,28 +484,6 @@ int main(int, char**) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; - - if (ImGui::Button("Increase")) - { - g_MinImageCount++; - g_ResizeWanted = true; - } - - ImGui::SameLine(); - if (ImGui::Button("Decrease")) - { - if (g_MinImageCount != 2) - { - g_MinImageCount--; - g_ResizeWanted = true; - } - } - - ImGui::SameLine(); - ImGui::Text("Back Buffers: %i", g_MinImageCount); - - ImGui::Text("Frame Index %i", wd->FrameIndex); - ImGui::End(); } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index b430f5a0a..15eb62c2e 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -15,8 +15,6 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static uint32_t g_MinImageCount = 2; -static bool g_PendingSwapchainRebuild = false; static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; @@ -28,6 +26,8 @@ static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static ImGui_ImplVulkanH_WindowData g_WindowData; +static uint32_t g_MinImageCount = 2; +static bool g_WantSwapChainRebuild = false; static void check_vk_result(VkResult err) { @@ -205,6 +205,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + IM_ASSERT(wd->BackBufferCount > 0); } static void CleanupVulkan() @@ -298,15 +299,6 @@ static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) check_vk_result(err); } -static void RebuildSwapChain(int width, int height) -{ - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); - ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); - g_WindowData.FrameIndex = 0; - g_PendingSwapchainRebuild = false; -} - int main(int, char**) { // Setup SDL @@ -365,7 +357,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.QueuedFrames = wd->BackBufferCount; + init_info.QueuedFramesCount = wd->BackBufferCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -434,11 +426,21 @@ int main(int, char**) if (event.type == SDL_QUIT) done = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) - RebuildSwapChain((int)event.window.data1, (int)event.window.data2); + { + g_WindowData.Width = (int)event.window.data1; + g_WindowData.Height = (int)event.window.data2; + g_WantSwapChainRebuild = true; + } } - if (g_PendingSwapchainRebuild) - RebuildSwapChain(g_WindowData.Width, g_WindowData.Height); + if (g_WantSwapChainRebuild) + { + ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + g_WindowData.FrameIndex = 0; + g_WantSwapChainRebuild = false; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); @@ -479,28 +481,6 @@ int main(int, char**) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; - - if (ImGui::Button("Increase")) - { - g_MinImageCount++; - g_PendingSwapchainRebuild = true; - } - - ImGui::SameLine(); - if (ImGui::Button("Decrease")) - { - if (g_MinImageCount != 2) - { - g_MinImageCount--; - g_PendingSwapchainRebuild = true; - } - } - - ImGui::SameLine(); - ImGui::Text("Back Buffers: %i", g_MinImageCount); - - ImGui::Text("Frame Index %i", wd->FrameIndex); - ImGui::End(); } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index a74323ee8..9eff80fd6 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,6 +13,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-XX-XX: Vulkan: Added QueuedFramesCount field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). +// 2019-XX-XX: Vulkan: Added ImGui_ImplVulkan_SetQueuedFramesCount() to override QueuedFramesCount while running. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. @@ -63,9 +65,11 @@ struct FrameDataForRender VkDeviceSize IndexBufferSize; VkBuffer VertexBuffer; VkBuffer IndexBuffer; + + FrameDataForRender() { VertexBufferMemory = IndexBufferMemory = VK_NULL_HANDLE; VertexBufferSize = IndexBufferSize = VK_NULL_HANDLE; VertexBuffer = IndexBuffer = VK_NULL_HANDLE; } }; static int g_FrameIndex = 0; -static ImVector g_FramesDataBuffers = {}; +static ImVector g_FramesDataBuffers; // Font data static VkSampler g_FontSampler = VK_NULL_HANDLE; @@ -240,7 +244,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm VkResult err; FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; - g_FrameIndex = (g_FrameIndex + 1) % g_FramesDataBuffers.size(); + g_FrameIndex = (g_FrameIndex + 1) % g_FramesDataBuffers.Size; // Create the Vertex and Index buffers: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -739,7 +743,7 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() { - for (int i = 0; i < g_FramesDataBuffers.size(); i++) + for (int i = 0; i < g_FramesDataBuffers.Size; i++) { FrameDataForRender* fd = &g_FramesDataBuffers[i]; if (fd->VertexBuffer) { vkDestroyBuffer(g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } @@ -747,6 +751,7 @@ void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() if (fd->IndexBuffer) { vkDestroyBuffer(g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } } + g_FramesDataBuffers.clear(); } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) @@ -759,6 +764,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->QueuedFramesCount >= 2); IM_ASSERT(render_pass != VK_NULL_HANDLE); g_Instance = info->Instance; @@ -771,9 +777,10 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend g_DescriptorPool = info->DescriptorPool; g_Allocator = info->Allocator; g_CheckVkResultFn = info->CheckVkResultFn; - g_FramesDataBuffers.resize(info->QueuedFrames); - for (int i = 0; i < g_FramesDataBuffers.size(); i++) - g_FramesDataBuffers[i] = FrameDataForRender(); + + g_FramesDataBuffers.reserve(info->QueuedFramesCount); + for (int i = 0; i < info->QueuedFramesCount; i++) + g_FramesDataBuffers.push_back(FrameDataForRender()); ImGui_ImplVulkan_CreateDeviceObjects(); @@ -790,17 +797,16 @@ void ImGui_ImplVulkan_NewFrame() { } -void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count) +void ImGui_ImplVulkan_SetQueuedFramesCount(int count) { - if (count == g_FramesDataBuffers.size()) + if (count == g_FramesDataBuffers.Size) return; ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); - uint32_t old_size = g_FramesDataBuffers.size(); - g_FramesDataBuffers.resize(count); - for (uint32_t i = old_size; i < count; i++) - g_FramesDataBuffers[i] = FrameDataForRender(); g_FrameIndex = 0; + g_FramesDataBuffers.reserve(count); + for (int i = 0; i < count; i++) + g_FramesDataBuffers.push_back(FrameDataForRender()); } @@ -921,7 +927,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_ // Create Command Buffers VkResult err; - for (int i = 0; i < wd->Frames.size(); i++) + for (int i = 0; i < wd->Frames.Size; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; { @@ -1035,12 +1041,13 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer); check_vk_result(err); - for (uint32_t i = 0; i < wd->Frames.size(); i++) + for (int i = 0; i < wd->Frames.Size; i++) ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); - uint32_t old_size = wd->Frames.size(); - wd->Frames.resize(wd->BackBufferCount); - for (uint32_t i = 0; i < wd->Frames.size(); i++) - wd->Frames[i] = ImGui_ImplVulkanH_FrameData(); + wd->Frames.clear(); + + wd->Frames.reserve((int)wd->BackBufferCount); + for (int i = 0; i < (int)wd->BackBufferCount; i++) + wd->Frames.push_back(ImGui_ImplVulkanH_FrameData()); } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1127,7 +1134,7 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (int i = 0; i < wd->Frames.size(); i++) + for (int i = 0; i < wd->Frames.Size; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; ImGui_ImplVulkanH_DestroyFrameData(instance, device, fd, allocator); @@ -1145,9 +1152,15 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator) { + (void)instance; vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); + fd->BackbufferIndex = 0; + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + fd->ImageAcquiredSemaphore = fd->RenderCompleteSemaphore = VK_NULL_HANDLE; } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 9164e6c3a..f54caf3d9 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -27,7 +27,7 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; - int QueuedFrames; + int QueuedFramesCount; const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; @@ -36,7 +36,7 @@ struct ImGui_ImplVulkan_InitInfo IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(uint32_t count); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(int queued_frames_count); // To override QueuedFramesCount after initialization IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); From 54b8a65d9edcdc560ae643f3c4e812ca2639dedf Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 17:56:18 +0200 Subject: [PATCH 139/687] Examples: Vulkan: Renamed QueuedFramesCount to FramesQueueSize. Moved Framebuffer, Backbuffer to FrameData structure. (#2071) --- docs/CHANGELOG.txt | 4 +- examples/example_glfw_vulkan/main.cpp | 8 +-- examples/example_sdl_vulkan/main.cpp | 8 +-- examples/imgui_impl_vulkan.cpp | 83 ++++++++++++--------------- examples/imgui_impl_vulkan.h | 15 +++-- 5 files changed, 54 insertions(+), 64 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0220f23ab..6046f19b6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,9 +49,9 @@ Other Changes: - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. -- Examples: Vulkan: Added QueuedFramesCount field in ImGui_ImplVulkan_InitInfo, required during +- Examples: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required during initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071) [@nathanvoglsam] - Added ImGui_ImplVulkan_SetQueuedFramesCount() to override QueuedFramesCount while running. + Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] - Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index b04bde38d..cec1217dc 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -214,7 +214,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - IM_ASSERT(wd->BackBufferCount > 0); + IM_ASSERT(wd->FramesQueueSize >= 2); } static void CleanupVulkan() @@ -262,7 +262,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; + info.framebuffer = fd->Framebuffer; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = 1; @@ -374,7 +374,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.QueuedFramesCount = (int)wd->BackBufferCount; + init_info.FramesQueueSize = wd->FramesQueueSize; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -440,7 +440,7 @@ int main(int, char**) { ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); - ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 15eb62c2e..70ba5a2d3 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -205,7 +205,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR // Create SwapChain, RenderPass, Framebuffer, etc. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); - IM_ASSERT(wd->BackBufferCount > 0); + IM_ASSERT(wd->FramesQueueSize >= 2); } static void CleanupVulkan() @@ -253,7 +253,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; - info.framebuffer = wd->Framebuffer[wd->FrameIndex]; + info.framebuffer = fd->Framebuffer; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = 1; @@ -357,7 +357,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.QueuedFramesCount = wd->BackBufferCount; + init_info.FramesQueueSize = wd->FramesQueueSize; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -437,7 +437,7 @@ int main(int, char**) { ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); - ImGui_ImplVulkan_SetQueuedFramesCount(g_WindowData.BackBufferCount); + ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 9eff80fd6..2d6fc3736 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,8 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-XX-XX: Vulkan: Added QueuedFramesCount field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). -// 2019-XX-XX: Vulkan: Added ImGui_ImplVulkan_SetQueuedFramesCount() to override QueuedFramesCount while running. +// 2019-XX-XX: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. @@ -764,7 +763,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); - IM_ASSERT(info->QueuedFramesCount >= 2); + IM_ASSERT(info->FramesQueueSize >= 2); IM_ASSERT(render_pass != VK_NULL_HANDLE); g_Instance = info->Instance; @@ -778,8 +777,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend g_Allocator = info->Allocator; g_CheckVkResultFn = info->CheckVkResultFn; - g_FramesDataBuffers.reserve(info->QueuedFramesCount); - for (int i = 0; i < info->QueuedFramesCount; i++) + g_FramesDataBuffers.reserve(info->FramesQueueSize); + for (int i = 0; i < info->FramesQueueSize; i++) g_FramesDataBuffers.push_back(FrameDataForRender()); ImGui_ImplVulkan_CreateDeviceObjects(); @@ -797,15 +796,15 @@ void ImGui_ImplVulkan_NewFrame() { } -void ImGui_ImplVulkan_SetQueuedFramesCount(int count) +void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) { - if (count == g_FramesDataBuffers.Size) + if (frames_queue_size == g_FramesDataBuffers.Size) return; ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); g_FrameIndex = 0; - g_FramesDataBuffers.reserve(count); - for (int i = 0; i < count; i++) + g_FramesDataBuffers.reserve(frames_queue_size); + for (int i = 0; i < frames_queue_size; i++) g_FramesDataBuffers.push_back(FrameDataForRender()); } @@ -828,12 +827,14 @@ void ImGui_ImplVulkan_SetQueuedFramesCount(int count) ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData() { - BackbufferIndex = 0; CommandPool = VK_NULL_HANDLE; CommandBuffer = VK_NULL_HANDLE; Fence = VK_NULL_HANDLE; ImageAcquiredSemaphore = VK_NULL_HANDLE; RenderCompleteSemaphore = VK_NULL_HANDLE; + BackBuffer = VK_NULL_HANDLE; + BackBufferView = VK_NULL_HANDLE; + Framebuffer = VK_NULL_HANDLE; } ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData() @@ -846,10 +847,7 @@ ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData() RenderPass = VK_NULL_HANDLE; ClearEnable = true; memset(&ClearValue, 0, sizeof(ClearValue)); - BackBufferCount = 0; - memset(&BackBuffer, 0, sizeof(BackBuffer)); - memset(&BackBufferView, 0, sizeof(BackBufferView)); - memset(&Framebuffer, 0, sizeof(Framebuffer)); + FramesQueueSize = 0; FrameIndex = 0; } @@ -985,14 +983,10 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice check_vk_result(err); // Destroy old Framebuffer - for (uint32_t i = 0; i < wd->BackBufferCount; i++) - { - if (wd->BackBufferView[i]) - vkDestroyImageView(device, wd->BackBufferView[i], allocator); - if (wd->Framebuffer[i]) - vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator); - } - wd->BackBufferCount = 0; + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); + wd->Frames.clear(); + wd->FramesQueueSize = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1036,18 +1030,19 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, NULL); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->FramesQueueSize < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, backbuffers); check_vk_result(err); - for (int i = 0; i < wd->Frames.Size; i++) - ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); - wd->Frames.clear(); - - wd->Frames.reserve((int)wd->BackBufferCount); - for (int i = 0; i < (int)wd->BackBufferCount; i++) + wd->Frames.reserve((int)wd->FramesQueueSize); + for (int i = 0; i < (int)wd->FramesQueueSize; i++) + { wd->Frames.push_back(ImGui_ImplVulkanH_FrameData()); + wd->Frames[i].BackBuffer = backbuffers[i]; + } } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1101,10 +1096,11 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; - for (uint32_t i = 0; i < wd->BackBufferCount; i++) + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { - info.image = wd->BackBuffer[i]; - err = vkCreateImageView(device, &info, allocator, &wd->BackBufferView[i]); + ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + info.image = fd->BackBuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackBufferView); check_vk_result(err); } } @@ -1120,10 +1116,11 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice info.width = wd->Width; info.height = wd->Height; info.layers = 1; - for (uint32_t i = 0; i < wd->BackBufferCount; i++) + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { - attachment[0] = wd->BackBufferView[i]; - err = vkCreateFramebuffer(device, &info, allocator, &wd->Framebuffer[i]); + ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + attachment[0] = fd->BackBufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } } @@ -1135,15 +1132,7 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I //vkQueueWaitIdle(g_Queue); for (int i = 0; i < wd->Frames.Size; i++) - { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - ImGui_ImplVulkanH_DestroyFrameData(instance, device, fd, allocator); - } - for (uint32_t i = 0; i < wd->BackBufferCount; i++) - { - vkDestroyImageView(device, wd->BackBufferView[i], allocator); - vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator); - } + ImGui_ImplVulkanH_DestroyFrameData(instance, device, &wd->Frames[i], allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); @@ -1158,9 +1147,11 @@ void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, Im vkDestroyCommandPool(device, fd->CommandPool, allocator); vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); - fd->BackbufferIndex = 0; fd->Fence = VK_NULL_HANDLE; fd->CommandBuffer = VK_NULL_HANDLE; fd->CommandPool = VK_NULL_HANDLE; fd->ImageAcquiredSemaphore = fd->RenderCompleteSemaphore = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackBufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index f54caf3d9..495f6d470 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -27,7 +27,7 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; - int QueuedFramesCount; + int FramesQueueSize; // >= 2, generally matches the image count returned by vkGetSwapchainImagesKHR const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; @@ -36,7 +36,7 @@ struct ImGui_ImplVulkan_InitInfo IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetQueuedFramesCount(int queued_frames_count); // To override QueuedFramesCount after initialization +IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); @@ -77,12 +77,14 @@ IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresen // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) struct ImGui_ImplVulkanH_FrameData { - uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; + VkImage BackBuffer; + VkImageView BackBufferView; + VkFramebuffer Framebuffer; IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData(); }; @@ -100,11 +102,8 @@ struct ImGui_ImplVulkanH_WindowData VkRenderPass RenderPass; bool ClearEnable; VkClearValue ClearValue; - uint32_t BackBufferCount; - VkImage BackBuffer[16]; - VkImageView BackBufferView[16]; - VkFramebuffer Framebuffer[16]; - uint32_t FrameIndex; + uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR) + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) ImVector Frames; IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData(); From f586764cdd534c9735a918c474f9a0a8b3d747bd Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 18:33:13 +0200 Subject: [PATCH 140/687] Examples: Vulkan: Merged helpers into ImGui_ImplVulkanH_CreateWindowData. Removed ImGui_ImplVulkan_InvalidateFrameDeviceObjects from API. Comments. (#2071) --- examples/example_glfw_vulkan/main.cpp | 11 +++-- examples/example_sdl_vulkan/main.cpp | 11 +++-- examples/imgui_impl_vulkan.cpp | 59 ++++++++++++++++++--------- examples/imgui_impl_vulkan.h | 16 +++----- 4 files changed, 60 insertions(+), 37 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index cec1217dc..fbb2f4998 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -1,6 +1,11 @@ // dear imgui: standalone example application for Glfw + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, +// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. + #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_vulkan.h" @@ -212,8 +217,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); IM_ASSERT(wd->FramesQueueSize >= 2); } @@ -438,8 +442,7 @@ int main(int, char**) glfwPollEvents(); if (g_WantSwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 70ba5a2d3..af331302a 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -1,6 +1,11 @@ // dear imgui: standalone example application for SDL2 + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, +// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. + #include "imgui.h" #include "imgui_impl_sdl.h" #include "imgui_impl_vulkan.h" @@ -203,8 +208,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator); + ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); IM_ASSERT(wd->FramesQueueSize >= 2); } @@ -435,8 +439,7 @@ int main(int, char**) if (g_WantSwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, &g_WindowData, g_Allocator); + ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 2d6fc3736..97a5b9a84 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -78,6 +78,15 @@ static VkImageView g_FontView = VK_NULL_HANDLE; static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; +// Forward Declarations +void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* @@ -183,6 +192,10 @@ static uint32_t __glsl_shader_frag_spv[] = 0x00010038 }; +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { VkPhysicalDeviceMemoryProperties prop; @@ -727,20 +740,7 @@ void ImGui_ImplVulkan_InvalidateFontUploadObjects() } } -void ImGui_ImplVulkan_InvalidateDeviceObjects() -{ - ImGui_ImplVulkan_InvalidateFontUploadObjects(); - - if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } - if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } - if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; } - if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; } - if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } - if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; } - if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } -} - -void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() +static void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() { for (int i = 0; i < g_FramesDataBuffers.Size; i++) { @@ -753,6 +753,20 @@ void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() g_FramesDataBuffers.clear(); } +void ImGui_ImplVulkan_InvalidateDeviceObjects() +{ + ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); + ImGui_ImplVulkan_InvalidateFontUploadObjects(); + + if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } + if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } + if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; } + if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; } + if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } + if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; } + if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } +} + bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { ImGuiIO& io = ImGui::GetIO(); @@ -788,7 +802,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { - ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); ImGui_ImplVulkan_InvalidateDeviceObjects(); } @@ -811,6 +824,7 @@ void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -818,9 +832,10 @@ void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) // 2) the upcoming multi-viewport feature will need them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. -// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// +// Your application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- #include // malloc @@ -917,7 +932,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); (void)physical_device; @@ -975,7 +990,7 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m return 1; } -void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; @@ -1126,6 +1141,12 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice } } +void ImGui_ImplVulkanH_CreateWindowData(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + ImGui_ImplVulkanH_CreateWindowDataSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 495f6d470..1fb2711b8 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -15,8 +15,6 @@ #include -//#define IMGUI_VK_QUEUED_FRAMES 2 - // Please zero-clear before use. struct ImGui_ImplVulkan_InitInfo { @@ -41,15 +39,14 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, V IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); -// Called by ImGui_ImplVulkan_Init() might be useful elsewhere. +// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers -// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -57,18 +54,17 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); // 2) the upcoming multi-viewport feature will need them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. -// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// +// Your application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_FrameData; struct ImGui_ImplVulkanH_WindowData; -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); From 6bf981c85c6045da790c50f17527c8c7f021b4f6 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 3 Apr 2019 19:21:06 +0200 Subject: [PATCH 141/687] Vulkan: More renaming. Comments. --- examples/example_glfw_vulkan/main.cpp | 10 +++++---- examples/example_sdl_vulkan/main.cpp | 10 +++++---- examples/imgui_impl_vulkan.cpp | 29 +++++++++++++++++---------- examples/imgui_impl_vulkan.h | 22 +++++++++++++------- 4 files changed, 45 insertions(+), 26 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index fbb2f4998..f9f260d7e 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -1,10 +1,12 @@ // dear imgui: standalone example application for Glfw + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, -// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. #include "imgui.h" #include "imgui_impl_glfw.h" @@ -424,7 +426,7 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } bool show_demo_window = true; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index af331302a..6c5684e8b 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -1,10 +1,12 @@ // dear imgui: standalone example application for SDL2 + Vulkan // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own application. +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are used by this example (main.cpp) and by imgui_impl_vulkan.cpp, -// but should PROBABLY NOT be used by your own app code. Read comments in imgui_impl_vulkan.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. #include "imgui.h" #include "imgui_impl_sdl.h" @@ -407,7 +409,7 @@ int main(int, char**) err = vkDeviceWaitIdle(g_Device); check_vk_result(err); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); } bool show_demo_window = true; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 97a5b9a84..bdf1e6619 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -11,6 +11,13 @@ // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-XX-XX: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. @@ -726,7 +733,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() return true; } -void ImGui_ImplVulkan_InvalidateFontUploadObjects() +void ImGui_ImplVulkan_DestroyFontUploadObjects() { if (g_UploadBuffer) { @@ -753,10 +760,10 @@ static void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() g_FramesDataBuffers.clear(); } -void ImGui_ImplVulkan_InvalidateDeviceObjects() +void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); - ImGui_ImplVulkan_InvalidateFontUploadObjects(); + ImGui_ImplVulkan_DestroyFontUploadObjects(); if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } @@ -802,7 +809,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { - ImGui_ImplVulkan_InvalidateDeviceObjects(); + ImGui_ImplVulkan_DestroyDeviceObjects(); } void ImGui_ImplVulkan_NewFrame() @@ -847,8 +854,8 @@ ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData() Fence = VK_NULL_HANDLE; ImageAcquiredSemaphore = VK_NULL_HANDLE; RenderCompleteSemaphore = VK_NULL_HANDLE; - BackBuffer = VK_NULL_HANDLE; - BackBufferView = VK_NULL_HANDLE; + Backbuffer = VK_NULL_HANDLE; + BackbufferView = VK_NULL_HANDLE; Framebuffer = VK_NULL_HANDLE; } @@ -1056,7 +1063,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (int i = 0; i < (int)wd->FramesQueueSize; i++) { wd->Frames.push_back(ImGui_ImplVulkanH_FrameData()); - wd->Frames[i].BackBuffer = backbuffers[i]; + wd->Frames[i].Backbuffer = backbuffers[i]; } } if (old_swapchain) @@ -1114,8 +1121,8 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - info.image = fd->BackBuffer; - err = vkCreateImageView(device, &info, allocator, &fd->BackBufferView); + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } @@ -1134,7 +1141,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; - attachment[0] = fd->BackBufferView; + attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } @@ -1173,6 +1180,6 @@ void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, Im fd->CommandPool = VK_NULL_HANDLE; fd->ImageAcquiredSemaphore = fd->RenderCompleteSemaphore = VK_NULL_HANDLE; - vkDestroyImageView(device, fd->BackBufferView, allocator); + vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 1fb2711b8..6306f30e0 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -11,11 +11,19 @@ // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering back-end in your engine/app. +// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + #pragma once #include -// Please zero-clear before use. +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; @@ -37,16 +45,16 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); // Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects(); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers -// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -55,7 +63,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects(); // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // -// Your application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- @@ -78,8 +86,8 @@ struct ImGui_ImplVulkanH_FrameData VkFence Fence; VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; - VkImage BackBuffer; - VkImageView BackBufferView; + VkImage Backbuffer; + VkImageView BackbufferView; VkFramebuffer Framebuffer; IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData(); From 66f4be2e13105d7ae636eff161ff1644275227bd Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 4 Apr 2019 22:27:29 +0200 Subject: [PATCH 142/687] Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). User is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. Removed ImGui_ImplVulkan_SetFramesQueueSize. (#2461, #2348, #2378, #2097, #2071, #1677) --- docs/CHANGELOG.txt | 10 +- examples/example_glfw_vulkan/main.cpp | 7 +- examples/example_sdl_vulkan/main.cpp | 7 +- examples/imgui_impl_vulkan.cpp | 178 ++++++++++---------------- examples/imgui_impl_vulkan.h | 35 +++-- 5 files changed, 109 insertions(+), 128 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6046f19b6..0b3ed4214 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,13 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: +- Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is + in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. + (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) (#2461, #2348, #2378, #2097) +- Examples: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required during + initialization to specify the number of in-flight image required by the swap chain. + (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] + Other Changes: - InputText: Fixed selection background starts rendering one frame after the cursor movement @@ -49,9 +56,6 @@ Other Changes: - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. -- Examples: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required during - initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071) [@nathanvoglsam] - Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] - Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index f9f260d7e..037d4791b 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -115,6 +115,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); + IM_ASSERT(gpu_count > 0); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); @@ -219,7 +220,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); IM_ASSERT(wd->FramesQueueSize >= 2); } @@ -277,7 +278,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) } // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers); // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); @@ -444,7 +445,7 @@ int main(int, char**) glfwPollEvents(); if (g_WantSwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 6c5684e8b..e47219433 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -106,6 +106,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) uint32_t gpu_count; err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); check_vk_result(err); + IM_ASSERT(gpu_count > 0); VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); @@ -210,7 +211,7 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); IM_ASSERT(wd->FramesQueueSize >= 2); } @@ -268,7 +269,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) } // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers); // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); @@ -441,7 +442,7 @@ int main(int, char**) if (g_WantSwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowData(g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); + ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index bdf1e6619..613516796 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -20,7 +20,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-XX-XX: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. +// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) +// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. +// 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindowData() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. @@ -44,51 +46,37 @@ // Vulkan data static const VkAllocationCallbacks* g_Allocator = NULL; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static VkRenderPass g_RenderPass = VK_NULL_HANDLE; -static void (*g_CheckVkResultFn)(VkResult err) = NULL; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; +static int g_FramesQueueSize = 0; +static VkRenderPass g_RenderPass = VK_NULL_HANDLE; +static void (*g_CheckVkResultFn)(VkResult err) = NULL; -static VkDeviceSize g_BufferMemoryAlignment = 256; -static VkPipelineCreateFlags g_PipelineCreateFlags = 0; - -static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; -static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE; -static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE; -static VkPipeline g_Pipeline = VK_NULL_HANDLE; - -// Frame data -struct FrameDataForRender -{ - VkDeviceMemory VertexBufferMemory; - VkDeviceMemory IndexBufferMemory; - VkDeviceSize VertexBufferSize; - VkDeviceSize IndexBufferSize; - VkBuffer VertexBuffer; - VkBuffer IndexBuffer; - - FrameDataForRender() { VertexBufferMemory = IndexBufferMemory = VK_NULL_HANDLE; VertexBufferSize = IndexBufferSize = VK_NULL_HANDLE; VertexBuffer = IndexBuffer = VK_NULL_HANDLE; } -}; -static int g_FrameIndex = 0; -static ImVector g_FramesDataBuffers; +static VkDeviceSize g_BufferMemoryAlignment = 256; +static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00; +static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; +static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE; +static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE; +static VkPipeline g_Pipeline = VK_NULL_HANDLE; // Font data -static VkSampler g_FontSampler = VK_NULL_HANDLE; -static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE; -static VkImage g_FontImage = VK_NULL_HANDLE; -static VkImageView g_FontView = VK_NULL_HANDLE; -static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; -static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; +static VkSampler g_FontSampler = VK_NULL_HANDLE; +static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE; +static VkImage g_FontImage = VK_NULL_HANDLE; +static VkImageView g_FontView = VK_NULL_HANDLE; +static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; +static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; // Forward Declarations void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* frb, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); //----------------------------------------------------------------------------- // SHADERS @@ -253,7 +241,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer) +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* fd) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); @@ -262,8 +250,6 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm return; VkResult err; - FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; - g_FrameIndex = (g_FrameIndex + 1) % g_FramesDataBuffers.Size; // Create the Vertex and Index buffers: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -747,22 +733,8 @@ void ImGui_ImplVulkan_DestroyFontUploadObjects() } } -static void ImGui_ImplVulkan_InvalidateFrameDeviceObjects() -{ - for (int i = 0; i < g_FramesDataBuffers.Size; i++) - { - FrameDataForRender* fd = &g_FramesDataBuffers[i]; - if (fd->VertexBuffer) { vkDestroyBuffer(g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } - if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; } - if (fd->IndexBuffer) { vkDestroyBuffer(g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; } - if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; } - } - g_FramesDataBuffers.clear(); -} - void ImGui_ImplVulkan_DestroyDeviceObjects() { - ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); ImGui_ImplVulkan_DestroyFontUploadObjects(); if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } @@ -795,13 +767,10 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend g_RenderPass = render_pass; g_PipelineCache = info->PipelineCache; g_DescriptorPool = info->DescriptorPool; + g_FramesQueueSize = info->FramesQueueSize; g_Allocator = info->Allocator; g_CheckVkResultFn = info->CheckVkResultFn; - g_FramesDataBuffers.reserve(info->FramesQueueSize); - for (int i = 0; i < info->FramesQueueSize; i++) - g_FramesDataBuffers.push_back(FrameDataForRender()); - ImGui_ImplVulkan_CreateDeviceObjects(); return true; @@ -818,14 +787,7 @@ void ImGui_ImplVulkan_NewFrame() void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) { - if (frames_queue_size == g_FramesDataBuffers.Size) - return; - ImGui_ImplVulkan_InvalidateFrameDeviceObjects(); - - g_FrameIndex = 0; - g_FramesDataBuffers.reserve(frames_queue_size); - for (int i = 0; i < frames_queue_size; i++) - g_FramesDataBuffers.push_back(FrameDataForRender()); + (void)frames_queue_size; } @@ -840,39 +802,13 @@ void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // -// Your application/engine will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- #include // malloc -ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData() -{ - CommandPool = VK_NULL_HANDLE; - CommandBuffer = VK_NULL_HANDLE; - Fence = VK_NULL_HANDLE; - ImageAcquiredSemaphore = VK_NULL_HANDLE; - RenderCompleteSemaphore = VK_NULL_HANDLE; - Backbuffer = VK_NULL_HANDLE; - BackbufferView = VK_NULL_HANDLE; - Framebuffer = VK_NULL_HANDLE; -} - -ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData() -{ - Width = Height = 0; - Swapchain = VK_NULL_HANDLE; - Surface = VK_NULL_HANDLE; - memset(&SurfaceFormat, 0, sizeof(SurfaceFormat)); - PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; - RenderPass = VK_NULL_HANDLE; - ClearEnable = true; - memset(&ClearValue, 0, sizeof(ClearValue)); - FramesQueueSize = 0; - FrameIndex = 0; -} - VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(request_formats != NULL); @@ -939,15 +875,16 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { - IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + IM_ASSERT(instance != VK_NULL_HANDLE && physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + (void)instance; (void)physical_device; (void)allocator; // Create Command Buffers VkResult err; - for (int i = 0; i < wd->Frames.Size; i++) + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; { @@ -985,6 +922,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_ } } +// MinImageCount will usually turn into FramesQueueSize int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) { if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) @@ -997,17 +935,20 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m return 1; } -void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; err = vkDeviceWaitIdle(device); check_vk_result(err); + // We don't use ImGui_ImplVulkanH_DestroyWindowData() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->FramesQueueSize; i++) - ImGui_ImplVulkanH_DestroyFrameData(g_Instance, device, &wd->Frames[i], allocator); - wd->Frames.clear(); + ImGui_ImplVulkanH_DestroyFrameData(instance, device, &wd->Frames[i], allocator); + delete[] wd->Frames; + wd->Frames = NULL; wd->FramesQueueSize = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1059,12 +1000,11 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, backbuffers); check_vk_result(err); - wd->Frames.reserve((int)wd->FramesQueueSize); - for (int i = 0; i < (int)wd->FramesQueueSize; i++) - { - wd->Frames.push_back(ImGui_ImplVulkanH_FrameData()); + IM_ASSERT(wd->Frames == NULL); + wd->Frames = new ImGui_ImplVulkanH_FrameData[wd->FramesQueueSize]; + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->FramesQueueSize); + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) wd->Frames[i].Backbuffer = backbuffers[i]; - } } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); @@ -1148,10 +1088,10 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkPhysicalDevice physical_devic } } -void ImGui_ImplVulkanH_CreateWindowData(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindowData(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { - ImGui_ImplVulkanH_CreateWindowDataSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(physical_device, device, wd, queue_family, allocator); + ImGui_ImplVulkanH_CreateWindowDataSwapChain(instance, physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(instance, physical_device, device, wd, queue_family, allocator); } void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) @@ -1159,11 +1099,14 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (int i = 0; i < wd->Frames.Size; i++) + for (uint32_t i = 0; i < wd->FramesQueueSize; i++) ImGui_ImplVulkanH_DestroyFrameData(instance, device, &wd->Frames[i], allocator); + delete[] wd->Frames; + wd->Frames = NULL; vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); + *wd = ImGui_ImplVulkanH_WindowData(); } @@ -1182,4 +1125,17 @@ void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, Im vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); + + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(instance, device, &fd->RenderBuffers, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* frb, const VkAllocationCallbacks* allocator) +{ + (void)instance; + if (frb->VertexBuffer) { vkDestroyBuffer(device, frb->VertexBuffer, allocator); frb->VertexBuffer = VK_NULL_HANDLE; } + if (frb->VertexBufferMemory) { vkFreeMemory (device, frb->VertexBufferMemory, allocator); frb->VertexBufferMemory = VK_NULL_HANDLE; } + if (frb->IndexBuffer) { vkDestroyBuffer(device, frb->IndexBuffer, allocator); frb->IndexBuffer = VK_NULL_HANDLE; } + if (frb->IndexBufferMemory) { vkFreeMemory (device, frb->IndexBufferMemory, allocator); frb->IndexBufferMemory = VK_NULL_HANDLE; } + frb->VertexBufferSize = 0; + frb->IndexBufferSize = 0; } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 6306f30e0..334910f61 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -38,12 +38,26 @@ struct ImGui_ImplVulkan_InitInfo void (*CheckVkResultFn)(VkResult err); }; +// Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +// In the examples we store those in the helper ImGui_ImplVulkanH_FrameData structure, however as your own engine/app likely won't use the ImGui_Impl_VulkanH_XXXX helpers, +// you are expected to hold on as many ImGui_ImplVulkan_FrameRenderBuffers structures on your side as you have in-flight frames (== init_info.FramesQueueSize) +struct ImGui_ImplVulkan_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + // Called by user code IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization -IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* buffers); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); @@ -71,7 +85,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects(); struct ImGui_ImplVulkanH_FrameData; struct ImGui_ImplVulkanH_WindowData; -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); @@ -79,6 +93,7 @@ IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresen // Helper structure to hold the data needed by one rendering frame // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) +// [Please zero-clear before use!] struct ImGui_ImplVulkanH_FrameData { VkCommandPool CommandPool; @@ -89,8 +104,7 @@ struct ImGui_ImplVulkanH_FrameData VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; - - IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData(); + ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers; }; // Helper structure to hold the data needed by one rendering context into one OS window @@ -106,10 +120,15 @@ struct ImGui_ImplVulkanH_WindowData VkRenderPass RenderPass; bool ClearEnable; VkClearValue ClearValue; - uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR) - uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) - ImVector Frames; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + ImGui_ImplVulkanH_FrameData* Frames; - IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData(); + ImGui_ImplVulkanH_WindowData() + { + memset(this, 0, sizeof(*this)); + PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; + ClearEnable = true; + } }; From 86f5945f497c42a665c8184edf04fb831c279ecb Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 4 Apr 2019 22:36:12 +0200 Subject: [PATCH 143/687] Vulkan: Storing user info into a single g_VulkanInitInfo structure to simplify code. --- examples/imgui_impl_vulkan.cpp | 126 +++++++++++++++------------------ 1 file changed, 57 insertions(+), 69 deletions(-) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 613516796..25b6428b6 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -45,18 +45,8 @@ #include // Vulkan data -static const VkAllocationCallbacks* g_Allocator = NULL; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static int g_FramesQueueSize = 0; +static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {}; static VkRenderPass g_RenderPass = VK_NULL_HANDLE; -static void (*g_CheckVkResultFn)(VkResult err) = NULL; - static VkDeviceSize g_BufferMemoryAlignment = 256; static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00; static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; @@ -193,8 +183,9 @@ static uint32_t __glsl_shader_frag_spv[] = static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; - vkGetPhysicalDeviceMemoryProperties(g_PhysicalDevice, &prop); + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<CheckVkResultFn) + v->CheckVkResultFn(err); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) - vkDestroyBuffer(g_Device, buffer, g_Allocator); + vkDestroyBuffer(v->Device, buffer, v->Allocator); if (buffer_memory) - vkFreeMemory(g_Device, buffer_memory, g_Allocator); + vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; @@ -221,20 +214,20 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory buffer_info.size = vertex_buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &buffer); + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); check_vk_result(err); VkMemoryRequirements req; - vkGetBufferMemoryRequirements(g_Device, buffer, &req); + vkGetBufferMemoryRequirements(v->Device, buffer, &req); g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &buffer_memory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); - err = vkBindBufferMemory(g_Device, buffer, buffer_memory, 0); + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); p_buffer_size = new_size; } @@ -249,6 +242,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0) return; + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err; // Create the Vertex and Index buffers: @@ -263,9 +257,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm { ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; - err = vkMapMemory(g_Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); + err = vkMapMemory(v->Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); check_vk_result(err); - err = vkMapMemory(g_Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); + err = vkMapMemory(v->Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -282,10 +276,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[1].memory = fd->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; - err = vkFlushMappedMemoryRanges(g_Device, 2, range); + err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); - vkUnmapMemory(g_Device, fd->VertexBufferMemory); - vkUnmapMemory(g_Device, fd->IndexBufferMemory); + vkUnmapMemory(v->Device, fd->VertexBufferMemory); + vkUnmapMemory(v->Device, fd->IndexBufferMemory); } // Bind pipeline and descriptor sets: @@ -383,6 +377,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; @@ -408,17 +403,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; - err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage); + err = vkCreateImage(v->Device, &info, v->Allocator, &g_FontImage); check_vk_result(err); VkMemoryRequirements req; - vkGetImageMemoryRequirements(g_Device, g_FontImage, &req); + vkGetImageMemoryRequirements(v->Device, g_FontImage, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory); check_vk_result(err); - err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0); + err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0); check_vk_result(err); } @@ -432,7 +427,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; - err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView); + err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView); check_vk_result(err); } @@ -448,7 +443,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; - vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL); + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); } // Create the Upload Buffer: @@ -458,34 +453,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer); + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer); check_vk_result(err); VkMemoryRequirements req; - vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req); + vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req); g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory); check_vk_result(err); - err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0); + err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = NULL; - err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); + err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = g_UploadBufferMemory; range[0].size = upload_size; - err = vkFlushMappedMemoryRanges(g_Device, 1, range); + err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); - vkUnmapMemory(g_Device, g_UploadBufferMemory); + vkUnmapMemory(v->Device, g_UploadBufferMemory); } // Copy to Image: @@ -534,6 +529,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) bool ImGui_ImplVulkan_CreateDeviceObjects() { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err; VkShaderModule vert_module; VkShaderModule frag_module; @@ -544,13 +540,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; - err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module); + err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module); check_vk_result(err); VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; - err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module); + err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module); check_vk_result(err); } @@ -567,7 +563,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler); + err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler); check_vk_result(err); } @@ -583,7 +579,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; - err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout); + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout); check_vk_result(err); } @@ -591,10 +587,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; - alloc_info.descriptorPool = g_DescriptorPool; + alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &g_DescriptorSetLayout; - err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet); + err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet); check_vk_result(err); } @@ -612,7 +608,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; - err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout); + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout); check_vk_result(err); } @@ -710,40 +706,42 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.pDynamicState = &dynamic_state; info.layout = g_PipelineLayout; info.renderPass = g_RenderPass; - err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline); + err = vkCreateGraphicsPipelines(v->Device, v->PipelineCache, 1, &info, v->Allocator, &g_Pipeline); check_vk_result(err); - vkDestroyShaderModule(g_Device, vert_module, g_Allocator); - vkDestroyShaderModule(g_Device, frag_module, g_Allocator); + vkDestroyShaderModule(v->Device, vert_module, v->Allocator); + vkDestroyShaderModule(v->Device, frag_module, v->Allocator); return true; } void ImGui_ImplVulkan_DestroyFontUploadObjects() { + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; if (g_UploadBuffer) { - vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator); + vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator); g_UploadBuffer = VK_NULL_HANDLE; } if (g_UploadBufferMemory) { - vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator); + vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator); g_UploadBufferMemory = VK_NULL_HANDLE; } } void ImGui_ImplVulkan_DestroyDeviceObjects() { - ImGui_ImplVulkan_DestroyFontUploadObjects(); + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; - if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; } - if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; } - if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; } - if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; } - if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } - if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; } - if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } + ImGui_ImplVulkan_DestroyFontUploadObjects(); + if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; } + if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; } + if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; } + if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; } + if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } + if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; } + if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) @@ -759,18 +757,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->FramesQueueSize >= 2); IM_ASSERT(render_pass != VK_NULL_HANDLE); - g_Instance = info->Instance; - g_PhysicalDevice = info->PhysicalDevice; - g_Device = info->Device; - g_QueueFamily = info->QueueFamily; - g_Queue = info->Queue; + g_VulkanInitInfo = *info; g_RenderPass = render_pass; - g_PipelineCache = info->PipelineCache; - g_DescriptorPool = info->DescriptorPool; - g_FramesQueueSize = info->FramesQueueSize; - g_Allocator = info->Allocator; - g_CheckVkResultFn = info->CheckVkResultFn; - ImGui_ImplVulkan_CreateDeviceObjects(); return true; From 4f54a527ab047f7d668b978b2589c74cf66d2a24 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 4 Apr 2019 23:11:15 +0200 Subject: [PATCH 144/687] Vulkan: Renaming, we want InitInfo to source MinImageCount which is the "source" value (so viewport creation can use this). Made ImGui_ImplVulkan_DestroyFrameRenderBuffers public. (#2071) --- docs/CHANGELOG.txt | 4 +-- examples/example_glfw_vulkan/main.cpp | 21 ++++++++++----- examples/example_sdl_vulkan/main.cpp | 21 ++++++++++----- examples/imgui_impl_vulkan.cpp | 38 +++++++++++++++------------ examples/imgui_impl_vulkan.h | 5 ++-- 5 files changed, 56 insertions(+), 33 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0b3ed4214..b4f17df96 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,8 +37,8 @@ Breaking Changes: - Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) (#2461, #2348, #2378, #2097) -- Examples: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required during - initialization to specify the number of in-flight image required by the swap chain. +- Examples: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required during + initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 037d4791b..ae6bb661e 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -192,7 +192,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -226,8 +226,6 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR static void CleanupVulkan() { - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); #ifdef IMGUI_VULKAN_DEBUG_REPORT @@ -240,6 +238,15 @@ static void CleanupVulkan() vkDestroyInstance(g_Instance, g_Allocator); } +static void CleanupVulkanWindow() +{ + // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_WindowData helpers, + // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each + // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. + ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; + ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); +} + static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) { VkResult err; @@ -357,7 +364,7 @@ int main(int, char**) glfwGetFramebufferSize(window, &w, &h); glfwSetFramebufferSizeCallback(window, glfw_resize_callback); ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - SetupVulkanWindowData(wd, surface, w, h); + SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -381,7 +388,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.FramesQueueSize = wd->FramesQueueSize; + init_info.MinImageCount = g_MinImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -446,7 +453,7 @@ int main(int, char**) if (g_WantSwapChainRebuild) { ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); - ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); + ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; } @@ -507,6 +514,8 @@ int main(int, char**) ImGui_ImplVulkan_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); + + CleanupVulkanWindow(); CleanupVulkan(); glfwDestroyWindow(window); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index e47219433..58d34448d 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -183,7 +183,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -217,8 +217,6 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR static void CleanupVulkan() { - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); #ifdef IMGUI_VULKAN_DEBUG_REPORT @@ -231,6 +229,15 @@ static void CleanupVulkan() vkDestroyInstance(g_Instance, g_Allocator); } +static void CleanupVulkanWindow() +{ + // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_WindowData helpers, + // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each + // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. + ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; + ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); +} + static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) { VkResult err; @@ -342,7 +349,7 @@ int main(int, char**) int w, h; SDL_GetWindowSize(window, &w, &h); ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - SetupVulkanWindowData(wd, surface, w, h); + SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context ImGui::CreateContext(); @@ -364,7 +371,7 @@ int main(int, char**) init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; - init_info.FramesQueueSize = wd->FramesQueueSize; + init_info.MinImageCount = g_MinImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); @@ -443,7 +450,7 @@ int main(int, char**) if (g_WantSwapChainRebuild) { ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); - ImGui_ImplVulkan_SetFramesQueueSize(g_WindowData.FramesQueueSize); + ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; g_WantSwapChainRebuild = false; } @@ -504,6 +511,8 @@ int main(int, char**) ImGui_ImplVulkan_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); + + CleanupVulkanWindow(); CleanupVulkan(); SDL_DestroyWindow(window); diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 25b6428b6..afe6dcefe 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -21,7 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) -// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added FramesQueueSize field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetFramesQueueSize() to override FramesQueueSize while running. +// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetSwapChainMinImageCount(). // 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindowData() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). @@ -64,7 +64,6 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; // Forward Declarations void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* frb, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); @@ -754,7 +753,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); - IM_ASSERT(info->FramesQueueSize >= 2); + IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(render_pass != VK_NULL_HANDLE); g_VulkanInitInfo = *info; @@ -773,9 +772,24 @@ void ImGui_ImplVulkan_NewFrame() { } -void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size) +// Note: this has no effect in the 'master' branch, but multi-viewports needs this to recreate swap-chains. +void ImGui_ImplVulkan_SetSwapChainMinImageCount(int min_image_count) { - (void)frames_queue_size; + IM_ASSERT(min_image_count >= 2); + g_VulkanInitInfo.MinImageCount = min_image_count; +} + +// This is a public function because we require the user to pass a ImGui_ImplVulkan_FrameRenderBuffers +// structure to ImGui_ImplVulkan_RenderDrawData. +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + (void)instance; + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory (device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory (device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; } @@ -910,7 +924,6 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhy } } -// MinImageCount will usually turn into FramesQueueSize int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) { if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) @@ -984,6 +997,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysical err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, NULL); check_vk_result(err); VkImage backbuffers[16] = {}; + IM_ASSERT(wd->FramesQueueSize >= min_image_count); IM_ASSERT(wd->FramesQueueSize < IM_ARRAYSIZE(backbuffers)); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, backbuffers); check_vk_result(err); @@ -1114,16 +1128,6 @@ void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, Im vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); - ImGui_ImplVulkanH_DestroyFrameRenderBuffers(instance, device, &fd->RenderBuffers, allocator); + ImGui_ImplVulkan_DestroyFrameRenderBuffers(instance, device, &fd->RenderBuffers, allocator); } -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* frb, const VkAllocationCallbacks* allocator) -{ - (void)instance; - if (frb->VertexBuffer) { vkDestroyBuffer(device, frb->VertexBuffer, allocator); frb->VertexBuffer = VK_NULL_HANDLE; } - if (frb->VertexBufferMemory) { vkFreeMemory (device, frb->VertexBufferMemory, allocator); frb->VertexBufferMemory = VK_NULL_HANDLE; } - if (frb->IndexBuffer) { vkDestroyBuffer(device, frb->IndexBuffer, allocator); frb->IndexBuffer = VK_NULL_HANDLE; } - if (frb->IndexBufferMemory) { vkFreeMemory (device, frb->IndexBufferMemory, allocator); frb->IndexBufferMemory = VK_NULL_HANDLE; } - frb->VertexBufferSize = 0; - frb->IndexBufferSize = 0; -} diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 334910f61..4e62ec8af 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -33,7 +33,7 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; - int FramesQueueSize; // >= 2, generally matches the image count returned by vkGetSwapchainImagesKHR + int MinImageCount; // >= 2 const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; @@ -56,10 +56,11 @@ struct ImGui_ImplVulkan_FrameRenderBuffers IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetFramesQueueSize(int frames_queue_size); // To override FramesQueueSize after initialization IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* buffers); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetSwapChainMinImageCount(int frames_queue_size); // To override MinImageCount after initialization // Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); From 0034e65c26204aee147ca130b5fe1b1052dea6fa Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 4 Apr 2019 23:28:29 +0200 Subject: [PATCH 145/687] Vulkan: Renaming demo/helper structures. Tidying up examples main.cpp. --- docs/CHANGELOG.txt | 4 +- examples/example_glfw_vulkan/main.cpp | 64 ++++++++++++++------------- examples/example_sdl_vulkan/main.cpp | 60 +++++++++++++------------ examples/imgui_impl_vulkan.cpp | 40 ++++++++--------- examples/imgui_impl_vulkan.h | 41 ++++++++--------- 5 files changed, 108 insertions(+), 101 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b4f17df96..7f038134a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,10 +36,12 @@ HOW TO UPDATE? Breaking Changes: - Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. - (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) (#2461, #2348, #2378, #2097) + (The demo helper ImGui_ImplVulkanH_Window structure carries them.) (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] +- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely + on them but it is possible you have!). Other Changes: diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index ae6bb661e..7a9a45027 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -30,20 +30,21 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static VkAllocationCallbacks* g_Allocator = NULL; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_WindowData g_WindowData; -static int g_MinImageCount = 2; -static bool g_WantSwapChainRebuild = false; -static int g_ResizeWidth = 0, g_ResizeHeight = 0; +static ImGui_ImplVulkanH_Window g_WindowData; +static int g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; +static int g_SwapChainResizeWidth = 0; +static int g_SwapChainResizeHeight = 0; static void check_vk_result(VkResult err) { @@ -192,7 +193,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -220,8 +221,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR sur //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); - IM_ASSERT(wd->FramesQueueSize >= 2); + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); } static void CleanupVulkan() @@ -240,14 +241,14 @@ static void CleanupVulkan() static void CleanupVulkanWindow() { - // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_WindowData helpers, + // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers, // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); + ImGui_ImplVulkanH_Window* wd = &g_WindowData; + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator); } -static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) +static void FrameRender(ImGui_ImplVulkanH_Window* wd) { VkResult err; @@ -255,7 +256,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; { err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking check_vk_result(err); @@ -308,9 +309,9 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) } } -static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) +static void FramePresent(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; @@ -329,14 +330,14 @@ static void glfw_error_callback(int error, const char* description) static void glfw_resize_callback(GLFWwindow*, int w, int h) { - g_WantSwapChainRebuild = true; - g_ResizeWidth = w; - g_ResizeHeight = h; + g_SwapChainRebuild = true; + g_SwapChainResizeWidth = w; + g_SwapChainResizeHeight = h; } int main(int, char**) { - // Setup window + // Setup GLFW window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; @@ -363,7 +364,7 @@ int main(int, char**) int w, h; glfwGetFramebufferSize(window, &w, &h); glfwSetFramebufferSizeCallback(window, glfw_resize_callback); - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; + ImGui_ImplVulkanH_Window* wd = &g_WindowData; SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context @@ -450,12 +451,13 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - if (g_WantSwapChainRebuild) + + if (g_SwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_ResizeWidth, g_ResizeHeight, g_MinImageCount); + g_SwapChainRebuild = false; + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; - g_WantSwapChainRebuild = false; } // Start the Dear ImGui frame diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 58d34448d..2e7e6c6e7 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -22,19 +22,21 @@ #define IMGUI_VULKAN_DEBUG_REPORT #endif -static VkAllocationCallbacks* g_Allocator = NULL; -static VkInstance g_Instance = VK_NULL_HANDLE; -static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; -static VkDevice g_Device = VK_NULL_HANDLE; -static uint32_t g_QueueFamily = (uint32_t)-1; -static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; -static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; -static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_WindowData g_WindowData; -static uint32_t g_MinImageCount = 2; -static bool g_WantSwapChainRebuild = false; +static ImGui_ImplVulkanH_Window g_WindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; +static int g_SwapChainResizeWidth = 0; +static int g_SwapChainResizeHeight = 0; static void check_vk_result(VkResult err) { @@ -183,7 +185,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height) +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -211,8 +213,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR sur //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. - ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); - IM_ASSERT(wd->FramesQueueSize >= 2); + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); } static void CleanupVulkan() @@ -231,14 +233,14 @@ static void CleanupVulkan() static void CleanupVulkanWindow() { - // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_WindowData helpers, + // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers, // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator); + ImGui_ImplVulkanH_Window* wd = &g_WindowData; + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator); } -static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) +static void FrameRender(ImGui_ImplVulkanH_Window* wd) { VkResult err; @@ -246,7 +248,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; { err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking check_vk_result(err); @@ -299,9 +301,9 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd) } } -static void FramePresent(ImGui_ImplVulkanH_WindowData* wd) +static void FramePresent(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; @@ -348,7 +350,7 @@ int main(int, char**) // Create Framebuffers int w, h; SDL_GetWindowSize(window, &w, &h); - ImGui_ImplVulkanH_WindowData* wd = &g_WindowData; + ImGui_ImplVulkanH_Window* wd = &g_WindowData; SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context @@ -441,18 +443,18 @@ int main(int, char**) done = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) { - g_WindowData.Width = (int)event.window.data1; - g_WindowData.Height = (int)event.window.data2; - g_WantSwapChainRebuild = true; + g_SwapChainResizeWidth = (int)event.window.data1; + g_SwapChainResizeHeight = (int)event.window.data2; + g_SwapChainRebuild = true; } } - if (g_WantSwapChainRebuild) + if (g_SwapChainRebuild) { - ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount); + g_SwapChainRebuild = false; + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; - g_WantSwapChainRebuild = false; } // Start the Dear ImGui frame diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index afe6dcefe..edf4848bd 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -20,9 +20,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_WindowData structure carries them.) +// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_Window structure carries them.) // 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetSwapChainMinImageCount(). -// 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindowData() optional helper. +// 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. @@ -63,9 +63,9 @@ static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; // Forward Declarations -void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); //----------------------------------------------------------------------------- // SHADERS @@ -877,7 +877,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } -void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(instance != VK_NULL_HANDLE && physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); (void)instance; @@ -888,7 +888,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkInstance instance, VkPhy VkResult err; for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; @@ -937,17 +937,17 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m } // Also destroy old swap chain and in-flight frames data, if any. -void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; err = vkDeviceWaitIdle(device); check_vk_result(err); - // We don't use ImGui_ImplVulkanH_DestroyWindowData() because we want to preserve the old swapchain to create the new one. + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->FramesQueueSize; i++) - ImGui_ImplVulkanH_DestroyFrameData(instance, device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); delete[] wd->Frames; wd->Frames = NULL; wd->FramesQueueSize = 0; @@ -1003,7 +1003,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysical check_vk_result(err); IM_ASSERT(wd->Frames == NULL); - wd->Frames = new ImGui_ImplVulkanH_FrameData[wd->FramesQueueSize]; + wd->Frames = new ImGui_ImplVulkanH_Frame[wd->FramesQueueSize]; memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->FramesQueueSize); for (uint32_t i = 0; i < wd->FramesQueueSize; i++) wd->Frames[i].Backbuffer = backbuffers[i]; @@ -1062,7 +1062,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysical info.subresourceRange = image_range; for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; info.image = fd->Backbuffer; err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); @@ -1082,7 +1082,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysical info.layers = 1; for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { - ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); @@ -1090,29 +1090,29 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChain(VkInstance instance, VkPhysical } } -void ImGui_ImplVulkanH_CreateWindowData(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { - ImGui_ImplVulkanH_CreateWindowDataSwapChain(instance, physical_device, device, wd, allocator, width, height, min_image_count); - ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(instance, physical_device, device, wd, queue_family, allocator); + ImGui_ImplVulkanH_CreateWindowSwapChain(instance, physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(instance, physical_device, device, wd, queue_family, allocator); } -void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); for (uint32_t i = 0; i < wd->FramesQueueSize; i++) - ImGui_ImplVulkanH_DestroyFrameData(instance, device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); delete[] wd->Frames; wd->Frames = NULL; vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); - *wd = ImGui_ImplVulkanH_WindowData(); + *wd = ImGui_ImplVulkanH_Window(); } -void ImGui_ImplVulkanH_DestroyFrameData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameData* fd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { (void)instance; vkDestroyFence(device, fd->Fence, allocator); diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 4e62ec8af..0a770afaa 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -26,16 +26,16 @@ // [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { - VkInstance Instance; - VkPhysicalDevice PhysicalDevice; - VkDevice Device; - uint32_t QueueFamily; - VkQueue Queue; - VkPipelineCache PipelineCache; - VkDescriptorPool DescriptorPool; - int MinImageCount; // >= 2 - const VkAllocationCallbacks* Allocator; - void (*CheckVkResultFn)(VkResult err); + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkPipelineCache PipelineCache; + VkDescriptorPool DescriptorPool; + int MinImageCount; // >= 2 + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); }; // Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() @@ -83,19 +83,20 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects(); // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- -struct ImGui_ImplVulkanH_FrameData; -struct ImGui_ImplVulkanH_WindowData; +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowData(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator); +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame -// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) // [Please zero-clear before use!] -struct ImGui_ImplVulkanH_FrameData +struct ImGui_ImplVulkanH_Frame { VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; @@ -109,8 +110,8 @@ struct ImGui_ImplVulkanH_FrameData }; // Helper structure to hold the data needed by one rendering context into one OS window -// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own app.) -struct ImGui_ImplVulkanH_WindowData +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window { int Width; int Height; @@ -123,9 +124,9 @@ struct ImGui_ImplVulkanH_WindowData VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) - ImGui_ImplVulkanH_FrameData* Frames; + ImGui_ImplVulkanH_Frame* Frames; - ImGui_ImplVulkanH_WindowData() + ImGui_ImplVulkanH_Window() { memset(this, 0, sizeof(*this)); PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; From a45840746e171b3e258f29a716d7634cfd832e1c Mon Sep 17 00:00:00 2001 From: MindSpunk Date: Fri, 5 Apr 2019 15:50:21 +1100 Subject: [PATCH 146/687] Vulkan, Viewports: Fix for resizing viewport windows crashing. (#2472) --- examples/example_glfw_vulkan/main.cpp | 9 ++++---- examples/example_sdl_vulkan/main.cpp | 9 ++++---- examples/imgui_impl_vulkan.cpp | 30 +++++++++++++++++++++------ examples/imgui_impl_vulkan.h | 11 ++++++++-- 4 files changed, 43 insertions(+), 16 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 7a9a45027..c84173917 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -252,7 +252,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) { VkResult err; - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); @@ -300,7 +301,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; - info.pSignalSemaphores = &fd->RenderCompleteSemaphore; + info.pSignalSemaphores = &render_complete_semaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); @@ -311,11 +312,11 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) static void FramePresent(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &fd->RenderCompleteSemaphore; + info.pWaitSemaphores = &render_complete_semaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; info.pImageIndices = &wd->FrameIndex; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 2e7e6c6e7..2124f613e 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -244,7 +244,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) { VkResult err; - VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore; + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); @@ -292,7 +293,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; - info.pSignalSemaphores = &fd->RenderCompleteSemaphore; + info.pSignalSemaphores = &render_complete_semaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); @@ -303,11 +304,11 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) static void FramePresent(ImGui_ImplVulkanH_Window* wd) { - ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &fd->RenderCompleteSemaphore; + info.pWaitSemaphores = &render_complete_semaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; info.pImageIndices = &wd->FrameIndex; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index edf4848bd..c8bb7ab9a 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -64,6 +64,7 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; // Forward Declarations void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); @@ -889,6 +890,7 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysica for (uint32_t i = 0; i < wd->FramesQueueSize; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; @@ -916,9 +918,9 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysica { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; - err = vkCreateSemaphore(device, &info, allocator, &fd->ImageAcquiredSemaphore); + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); check_vk_result(err); - err = vkCreateSemaphore(device, &info, allocator, &fd->RenderCompleteSemaphore); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); check_vk_result(err); } } @@ -947,9 +949,14 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + { ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); + } delete[] wd->Frames; + delete[] wd->FrameSemaphores; wd->Frames = NULL; + wd->FrameSemaphores = NULL; wd->FramesQueueSize = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1004,7 +1011,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi IM_ASSERT(wd->Frames == NULL); wd->Frames = new ImGui_ImplVulkanH_Frame[wd->FramesQueueSize]; + wd->FrameSemaphores = new ImGui_ImplVulkanH_FrameSemaphores[wd->FramesQueueSize]; memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->FramesQueueSize); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->FramesQueueSize); for (uint32_t i = 0; i < wd->FramesQueueSize; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } @@ -1102,9 +1111,14 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui //vkQueueWaitIdle(g_Queue); for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + { ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); + } delete[] wd->Frames; + delete[] wd->FrameSemaphores; wd->Frames = NULL; + wd->FrameSemaphores = NULL; vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); @@ -1112,22 +1126,26 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui *wd = ImGui_ImplVulkanH_Window(); } +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + (void)instance; + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { (void)instance; vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); - vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator); - vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator); fd->Fence = VK_NULL_HANDLE; fd->CommandBuffer = VK_NULL_HANDLE; fd->CommandPool = VK_NULL_HANDLE; - fd->ImageAcquiredSemaphore = fd->RenderCompleteSemaphore = VK_NULL_HANDLE; vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); ImGui_ImplVulkan_DestroyFrameRenderBuffers(instance, device, &fd->RenderBuffers, allocator); } - diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 0a770afaa..b872ae211 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -101,14 +101,18 @@ struct ImGui_ImplVulkanH_Frame VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; - VkSemaphore ImageAcquiredSemaphore; - VkSemaphore RenderCompleteSemaphore; VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers; }; +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + // Helper structure to hold the data needed by one rendering context into one OS window // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) struct ImGui_ImplVulkanH_Window @@ -124,7 +128,10 @@ struct ImGui_ImplVulkanH_Window VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + ImGui_ImplVulkanH_Window() { From ec76722d2d7945d8b6bf7f152a7acc81e0a507e6 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 17:22:24 +0200 Subject: [PATCH 147/687] Vulkan: Added ImageCount to InitInfo structure (!= MinImageCount) will be needed for viewports. Renamed FramesQueueSize -> ImageCount. (#2472, #2071) --- docs/CHANGELOG.txt | 4 ++-- examples/example_glfw_vulkan/main.cpp | 1 + examples/example_sdl_vulkan/main.cpp | 1 + examples/imgui_impl_vulkan.cpp | 31 ++++++++++++++------------- examples/imgui_impl_vulkan.h | 14 ++++++------ 5 files changed, 27 insertions(+), 24 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7f038134a..a3283b1bb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,8 +37,8 @@ Breaking Changes: - Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_Window structure carries them.) (#2461, #2348, #2378, #2097) -- Examples: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required during - initialization to specify the number of in-flight image requested by swap chains. +- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required + during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] - Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely on them but it is possible you have!). diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index c84173917..816308388 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -391,6 +391,7 @@ int main(int, char**) init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 2124f613e..976d026eb 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -375,6 +375,7 @@ int main(int, char**) init_info.DescriptorPool = g_DescriptorPool; init_info.Allocator = g_Allocator; init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index c8bb7ab9a..df8f84fc2 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -755,6 +755,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(render_pass != VK_NULL_HANDLE); g_VulkanInitInfo = *info; @@ -887,7 +888,7 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysica // Create Command Buffers VkResult err; - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; @@ -948,7 +949,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); @@ -957,7 +958,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi delete[] wd->FrameSemaphores; wd->Frames = NULL; wd->FrameSemaphores = NULL; - wd->FramesQueueSize = 0; + wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1001,20 +1002,20 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, NULL); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); check_vk_result(err); VkImage backbuffers[16] = {}; - IM_ASSERT(wd->FramesQueueSize >= min_image_count); - IM_ASSERT(wd->FramesQueueSize < IM_ARRAYSIZE(backbuffers)); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->FramesQueueSize, backbuffers); + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); IM_ASSERT(wd->Frames == NULL); - wd->Frames = new ImGui_ImplVulkanH_Frame[wd->FramesQueueSize]; - wd->FrameSemaphores = new ImGui_ImplVulkanH_FrameSemaphores[wd->FramesQueueSize]; - memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->FramesQueueSize); - memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->FramesQueueSize); - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + wd->Frames = new ImGui_ImplVulkanH_Frame[wd->ImageCount]; + wd->FrameSemaphores = new ImGui_ImplVulkanH_FrameSemaphores[wd->ImageCount]; + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } if (old_swapchain) @@ -1069,7 +1070,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; info.image = fd->Backbuffer; @@ -1089,7 +1090,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi info.width = wd->Width; info.height = wd->Height; info.layers = 1; - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; attachment[0] = fd->BackbufferView; @@ -1110,7 +1111,7 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(g_Queue); - for (uint32_t i = 0; i < wd->FramesQueueSize; i++) + for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index b872ae211..55d72dfbc 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -33,7 +33,8 @@ struct ImGui_ImplVulkan_InitInfo VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; - int MinImageCount; // >= 2 + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; @@ -60,7 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, V IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetSwapChainMinImageCount(int frames_queue_size); // To override MinImageCount after initialization +IMGUI_IMPL_API void ImGui_ImplVulkan_SetSwapChainMinImageCount(int min_image_count); // To override MinImageCount after initialization // Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); @@ -127,12 +128,11 @@ struct ImGui_ImplVulkanH_Window bool ClearEnable; VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) - uint32_t FramesQueueSize; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) - ImGui_ImplVulkanH_Frame* Frames; - ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; - - + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + ImGui_ImplVulkanH_Window() { memset(this, 0, sizeof(*this)); From 452047c7cadb9e4c88537a4c0c2e1b9e571ceccd Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 17:48:47 +0200 Subject: [PATCH 148/687] Vulkan: Removed requirement for user to pass their own render buffer storage to ImGui_ImplVulkan_RenderDrawData(), this is managed internally. --- docs/CHANGELOG.txt | 6 +- examples/example_glfw_vulkan/main.cpp | 4 +- examples/example_sdl_vulkan/main.cpp | 4 +- examples/imgui_impl_vulkan.cpp | 136 ++++++++++++++++++-------- examples/imgui_impl_vulkan.h | 22 +---- 5 files changed, 103 insertions(+), 69 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a3283b1bb..1822526f6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,16 +34,12 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: -- Examples: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is - in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. - (The demo helper ImGui_ImplVulkanH_Window structure carries them.) (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] - Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely on them but it is possible you have!). - Other Changes: - InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] @@ -56,8 +52,10 @@ Other Changes: - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] - Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 816308388..972c12b0d 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -287,7 +287,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) } // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers); + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); @@ -457,8 +457,8 @@ int main(int, char**) if (g_SwapChainRebuild) { g_SwapChainRebuild = false; + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); - ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; } diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 976d026eb..d2a829c46 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -279,7 +279,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd) } // Record Imgui Draw Data and draw funcs into command buffer - ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers); + ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); // Submit command buffer vkCmdEndRenderPass(fd->CommandBuffer); @@ -454,8 +454,8 @@ int main(int, char**) if (g_SwapChainRebuild) { g_SwapChainRebuild = false; + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); - ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount); g_WindowData.FrameIndex = 0; } diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index df8f84fc2..fb54801fc 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -20,8 +20,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). Engine/app is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. (The demo helper ImGui_ImplVulkanH_Window structure carries them.) -// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added MinImageCount field in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetSwapChainMinImageCount(). +// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). @@ -44,6 +43,27 @@ #include "imgui_impl_vulkan.h" #include +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; +}; + // Vulkan data static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {}; static VkRenderPass g_RenderPass = VK_NULL_HANDLE; @@ -62,9 +82,14 @@ static VkImageView g_FontView = VK_NULL_HANDLE; static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; +// Render buffers +static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers; + // Forward Declarations void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); @@ -234,7 +259,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* fd) +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); @@ -243,23 +268,37 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm return; ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + + // Allocate array to store enough vertex/index buffers + ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers; + if (wrb->FrameRenderBuffers == NULL) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = new ImGui_ImplVulkanH_FrameRenderBuffers[wrb->Count]; + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + VkResult err; - // Create the Vertex and Index buffers: + // Create or resize the vertex/index buffers size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); - if (fd->VertexBuffer == VK_NULL_HANDLE || fd->VertexBufferSize < vertex_size) - CreateOrResizeBuffer(fd->VertexBuffer, fd->VertexBufferMemory, fd->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); - if (fd->IndexBuffer == VK_NULL_HANDLE || fd->IndexBufferSize < index_size) - CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer { ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; - err = vkMapMemory(v->Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); + err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); check_vk_result(err); - err = vkMapMemory(v->Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -271,15 +310,15 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[0].memory = fd->VertexBufferMemory; + range[0].memory = rb->VertexBufferMemory; range[0].size = VK_WHOLE_SIZE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[1].memory = fd->IndexBufferMemory; + range[1].memory = rb->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); - vkUnmapMemory(v->Device, fd->VertexBufferMemory); - vkUnmapMemory(v->Device, fd->IndexBufferMemory); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); } // Bind pipeline and descriptor sets: @@ -291,10 +330,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Bind Vertex And Index Buffer: { - VkBuffer vertex_buffers[1] = { fd->VertexBuffer }; + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; VkDeviceSize vertex_offset[1] = { 0 }; vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); - vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); } // Setup viewport: @@ -733,8 +772,9 @@ void ImGui_ImplVulkan_DestroyFontUploadObjects() void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; - + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Instance, v->Device, &g_MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyFontUploadObjects(); + if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; } if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; } if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; } @@ -774,24 +814,17 @@ void ImGui_ImplVulkan_NewFrame() { } -// Note: this has no effect in the 'master' branch, but multi-viewports needs this to recreate swap-chains. -void ImGui_ImplVulkan_SetSwapChainMinImageCount(int min_image_count) +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) { IM_ASSERT(min_image_count >= 2); - g_VulkanInitInfo.MinImageCount = min_image_count; -} + if (g_VulkanInitInfo.MinImageCount == min_image_count) + return; -// This is a public function because we require the user to pass a ImGui_ImplVulkan_FrameRenderBuffers -// structure to ImGui_ImplVulkan_RenderDrawData. -void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) -{ - (void)instance; - if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } - if (buffers->VertexBufferMemory) { vkFreeMemory (device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } - if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } - if (buffers->IndexBufferMemory) { vkFreeMemory (device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } - buffers->VertexBufferSize = 0; - buffers->IndexBufferSize = 0; + ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Instance, v->Device, &g_MainWindowRenderBuffers, v->Allocator); + g_VulkanInitInfo.MinImageCount = min_image_count; } @@ -1127,14 +1160,6 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui *wd = ImGui_ImplVulkanH_Window(); } -void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) -{ - (void)instance; - vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); - vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); - fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; -} - void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { (void)instance; @@ -1147,6 +1172,33 @@ void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); - - ImGui_ImplVulkan_DestroyFrameRenderBuffers(instance, device, &fd->RenderBuffers, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + (void)instance; + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + (void)instance; + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(instance, device, &buffers->FrameRenderBuffers[n], allocator); + delete[] buffers->FrameRenderBuffers; + buffers->FrameRenderBuffers = NULL; + buffers->Index = 0; + buffers->Count = 0; } diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 55d72dfbc..8b5421cc6 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -39,29 +39,14 @@ struct ImGui_ImplVulkan_InitInfo void (*CheckVkResultFn)(VkResult err); }; -// Reusable buffers used for rendering by current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() -// [Please zero-clear before use!] -// In the examples we store those in the helper ImGui_ImplVulkanH_FrameData structure, however as your own engine/app likely won't use the ImGui_Impl_VulkanH_XXXX helpers, -// you are expected to hold on as many ImGui_ImplVulkan_FrameRenderBuffers structures on your side as you have in-flight frames (== init_info.FramesQueueSize) -struct ImGui_ImplVulkan_FrameRenderBuffers -{ - VkDeviceMemory VertexBufferMemory; - VkDeviceMemory IndexBufferMemory; - VkDeviceSize VertexBufferSize; - VkDeviceSize IndexBufferSize; - VkBuffer VertexBuffer; - VkBuffer IndexBuffer; -}; - // Called by user code IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* buffers); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetSwapChainMinImageCount(int min_image_count); // To override MinImageCount after initialization +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) // Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); @@ -105,7 +90,6 @@ struct ImGui_ImplVulkanH_Frame VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; - ImGui_ImplVulkan_FrameRenderBuffers RenderBuffers; }; struct ImGui_ImplVulkanH_FrameSemaphores @@ -132,7 +116,7 @@ struct ImGui_ImplVulkanH_Window uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; - + ImGui_ImplVulkanH_Window() { memset(this, 0, sizeof(*this)); From 6bc47dfe48825b55c428e1ecb26910676ec7a007 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 17:54:16 +0200 Subject: [PATCH 149/687] Vulkan: Removed superfluous vkInstance parameters being passed along. --- examples/imgui_impl_vulkan.cpp | 49 ++++++++++++++++------------------ 1 file changed, 23 insertions(+), 26 deletions(-) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index fb54801fc..48237139d 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -86,12 +86,12 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers; // Forward Declarations -void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); //----------------------------------------------------------------------------- // SHADERS @@ -772,7 +772,7 @@ void ImGui_ImplVulkan_DestroyFontUploadObjects() void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; - ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Instance, v->Device, &g_MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyFontUploadObjects(); if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; } @@ -823,7 +823,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); - ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Instance, v->Device, &g_MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator); g_VulkanInitInfo.MinImageCount = min_image_count; } @@ -912,10 +912,9 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } -void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { - IM_ASSERT(instance != VK_NULL_HANDLE && physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); - (void)instance; + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); (void)physical_device; (void)allocator; @@ -973,7 +972,7 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m } // Also destroy old swap chain and in-flight frames data, if any. -void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; @@ -984,8 +983,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi // Destroy old Framebuffer for (uint32_t i = 0; i < wd->ImageCount; i++) { - ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); - ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } delete[] wd->Frames; delete[] wd->FrameSemaphores; @@ -1135,8 +1134,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkInstance instance, VkPhysicalDevi void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { - ImGui_ImplVulkanH_CreateWindowSwapChain(instance, physical_device, device, wd, allocator, width, height, min_image_count); - ImGui_ImplVulkanH_CreateWindowCommandBuffers(instance, physical_device, device, wd, queue_family, allocator); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); } void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) @@ -1146,8 +1146,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui for (uint32_t i = 0; i < wd->ImageCount; i++) { - ImGui_ImplVulkanH_DestroyFrame(instance, device, &wd->Frames[i], allocator); - ImGui_ImplVulkanH_DestroyFrameSemaphores(instance, device, &wd->FrameSemaphores[i], allocator); + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } delete[] wd->Frames; delete[] wd->FrameSemaphores; @@ -1160,9 +1160,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui *wd = ImGui_ImplVulkanH_Window(); } -void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { - (void)instance; vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); @@ -1174,17 +1173,15 @@ void ImGui_ImplVulkanH_DestroyFrame(VkInstance instance, VkDevice device, ImGui_ vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } -void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) { - (void)instance; vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { - (void)instance; if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } @@ -1193,10 +1190,10 @@ void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkInstance instance, VkDevice d buffers->IndexBufferSize = 0; } -void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { for (uint32_t n = 0; n < buffers->Count; n++) - ImGui_ImplVulkanH_DestroyFrameRenderBuffers(instance, device, &buffers->FrameRenderBuffers[n], allocator); + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); delete[] buffers->FrameRenderBuffers; buffers->FrameRenderBuffers = NULL; buffers->Index = 0; From bd351e9ac57fa0730d9407e8785996a6080f1f35 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 20:20:08 +0200 Subject: [PATCH 150/687] Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 20 ++++++++++--------- imgui.h | 33 +++++++++++++++++++------------- imgui_draw.cpp | 22 ++++++++++----------- imgui_widgets.cpp | 4 ++-- misc/freetype/imgui_freetype.cpp | 12 ++++++------ misc/freetype/imgui_freetype.h | 2 +- 7 files changed, 53 insertions(+), 42 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1822526f6..ec24a20bf 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,8 @@ Other Changes: - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. diff --git a/imgui.cpp b/imgui.cpp index c01845415..4cb82e163 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1307,7 +1307,7 @@ void ImStrncpy(char* dst, const char* src, size_t count) char* ImStrdup(const char* str) { size_t len = strlen(str); - void* buf = ImGui::MemAlloc(len + 1); + void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } @@ -1317,8 +1317,8 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) size_t src_size = strlen(src) + 1; if (dst_buf_size < src_size) { - ImGui::MemFree(dst); - dst = (char*)ImGui::MemAlloc(src_size); + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); if (p_dst_size) *p_dst_size = src_size; } @@ -1527,7 +1527,7 @@ FILE* ImFileOpen(const char* filename, const char* mode) } // Load file content into memory -// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && file_open_mode); @@ -1546,7 +1546,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ } size_t file_size = (size_t)file_size_signed; - void* file_data = ImGui::MemAlloc(file_size + padding_bytes); + void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { fclose(f); @@ -1555,7 +1555,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ if (fread(file_data, 1, file_size, f) != file_size) { fclose(f); - ImGui::MemFree(file_data); + IM_FREE(file_data); return NULL; } if (padding_bytes > 0) @@ -2962,6 +2962,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) return ImMax(wrap_pos_x - pos.x, 1.0f); } +// IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) @@ -2969,6 +2970,7 @@ void* ImGui::MemAlloc(size_t size) return GImAllocatorAllocFunc(size, GImAllocatorUserData); } +// IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { if (ptr) @@ -9093,7 +9095,7 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - ImGui::MemFree(file_data); + IM_FREE(file_data); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) @@ -9117,7 +9119,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); - char* buf = (char*)ImGui::MemAlloc(ini_size + 1); + char* buf = (char*)IM_ALLOC(ini_size + 1); char* buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); buf[ini_size] = 0; @@ -9164,7 +9166,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } - ImGui::MemFree(buf); + IM_FREE(buf); g.SettingsLoaded = true; } diff --git a/imgui.h b/imgui.h index 1d907b049..c4400d847 100644 --- a/imgui.h +++ b/imgui.h @@ -13,6 +13,7 @@ Index of this file: // Forward declarations and basic types // ImGui API (Dear ImGui end-user API) // Flags & Enumerations +// Memory allocations macros // ImVector<> // ImGuiStyle // ImGuiIO @@ -1185,6 +1186,22 @@ enum ImGuiCond_ #endif }; +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + //----------------------------------------------------------------------------- // Helper: ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). @@ -1210,7 +1227,7 @@ struct ImVector inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) ImGui::MemFree(Data); } + inline ~ImVector() { if (Data) IM_FREE(Data); } inline bool empty() const { return Size == 0; } inline int size() const { return Size; } @@ -1219,7 +1236,7 @@ struct ImVector inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1233,7 +1250,7 @@ struct ImVector inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } @@ -1548,16 +1565,6 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; // Helpers //----------------------------------------------------------------------------- -// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree -// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } - // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 97f25bd45..290fadb8a 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -130,8 +130,8 @@ namespace IMGUI_STB_NAMESPACE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION -#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x)) -#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) IM_ASSERT(x) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) @@ -1459,7 +1459,7 @@ void ImFontAtlas::ClearInputData() for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { - ImGui::MemFree(ConfigData[i].FontData); + IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } @@ -1480,9 +1480,9 @@ void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) - ImGui::MemFree(TexPixelsAlpha8); + IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) - ImGui::MemFree(TexPixelsRGBA32); + IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; } @@ -1528,7 +1528,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { - TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)TexHeight * 4); + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) @@ -1560,7 +1560,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { - new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } @@ -1645,7 +1645,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1657,10 +1657,10 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size); + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); - ImGui::MemFree(compressed_ttf); + IM_FREE(compressed_ttf); return font; } @@ -1960,7 +1960,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4ebbc1f56..d6d5ac845 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3540,7 +3540,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)MemAlloc(clipboard_data_len * sizeof(char)); + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); SetClipboardText(clipboard_data); MemFree(clipboard_data); @@ -3559,7 +3559,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)MemAlloc((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 012eae75c..4a579ed28 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -398,7 +398,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; int buf_bitmap_current_used_bytes = 0; ImVector buf_bitmap_buffers; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. // 8. Render/rasterize font characters into the texture @@ -440,7 +440,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) { buf_bitmap_current_used_bytes = 0; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } // Blit rasterized pixels to our temporary buffer and keep a pointer to it. @@ -493,7 +493,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); // 8. Copy rasterized font characters back into the main texture @@ -557,7 +557,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // Cleanup for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) - ImGui::MemFree(buf_bitmap_buffers[buf_i]); + IM_FREE(buf_bitmap_buffers[buf_i]); for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) src_tmp_array[src_i].~ImFontBuildSrcDataFT(); @@ -567,8 +567,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns } // Default memory allocators -static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); } -static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); } +static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } // Current memory allocators static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc; diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h index 9df5780ec..b4b0fd66e 100644 --- a/misc/freetype/imgui_freetype.h +++ b/misc/freetype/imgui_freetype.h @@ -29,7 +29,7 @@ namespace ImGuiFreeType IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); - // By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree(). + // By default ImGuiFreeType will use IM_ALLOC()/IM_FREE(). // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired: IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); } From c8fd4afd753f64d4bd24b3f4fe21a64afaec53a1 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 20:20:08 +0200 Subject: [PATCH 151/687] Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 20 ++++++++++--------- imgui.h | 33 +++++++++++++++++++------------- imgui_draw.cpp | 22 ++++++++++----------- imgui_widgets.cpp | 4 ++-- misc/freetype/imgui_freetype.cpp | 12 ++++++------ misc/freetype/imgui_freetype.h | 2 +- 7 files changed, 53 insertions(+), 42 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a4cbd4deb..d753375e7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,8 @@ Other Changes: - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. diff --git a/imgui.cpp b/imgui.cpp index c01845415..4cb82e163 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1307,7 +1307,7 @@ void ImStrncpy(char* dst, const char* src, size_t count) char* ImStrdup(const char* str) { size_t len = strlen(str); - void* buf = ImGui::MemAlloc(len + 1); + void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } @@ -1317,8 +1317,8 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) size_t src_size = strlen(src) + 1; if (dst_buf_size < src_size) { - ImGui::MemFree(dst); - dst = (char*)ImGui::MemAlloc(src_size); + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); if (p_dst_size) *p_dst_size = src_size; } @@ -1527,7 +1527,7 @@ FILE* ImFileOpen(const char* filename, const char* mode) } // Load file content into memory -// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && file_open_mode); @@ -1546,7 +1546,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ } size_t file_size = (size_t)file_size_signed; - void* file_data = ImGui::MemAlloc(file_size + padding_bytes); + void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { fclose(f); @@ -1555,7 +1555,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ if (fread(file_data, 1, file_size, f) != file_size) { fclose(f); - ImGui::MemFree(file_data); + IM_FREE(file_data); return NULL; } if (padding_bytes > 0) @@ -2962,6 +2962,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) return ImMax(wrap_pos_x - pos.x, 1.0f); } +// IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) @@ -2969,6 +2970,7 @@ void* ImGui::MemAlloc(size_t size) return GImAllocatorAllocFunc(size, GImAllocatorUserData); } +// IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { if (ptr) @@ -9093,7 +9095,7 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - ImGui::MemFree(file_data); + IM_FREE(file_data); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) @@ -9117,7 +9119,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); - char* buf = (char*)ImGui::MemAlloc(ini_size + 1); + char* buf = (char*)IM_ALLOC(ini_size + 1); char* buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); buf[ini_size] = 0; @@ -9164,7 +9166,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } - ImGui::MemFree(buf); + IM_FREE(buf); g.SettingsLoaded = true; } diff --git a/imgui.h b/imgui.h index 1d907b049..c4400d847 100644 --- a/imgui.h +++ b/imgui.h @@ -13,6 +13,7 @@ Index of this file: // Forward declarations and basic types // ImGui API (Dear ImGui end-user API) // Flags & Enumerations +// Memory allocations macros // ImVector<> // ImGuiStyle // ImGuiIO @@ -1185,6 +1186,22 @@ enum ImGuiCond_ #endif }; +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + //----------------------------------------------------------------------------- // Helper: ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). @@ -1210,7 +1227,7 @@ struct ImVector inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) ImGui::MemFree(Data); } + inline ~ImVector() { if (Data) IM_FREE(Data); } inline bool empty() const { return Size == 0; } inline int size() const { return Size; } @@ -1219,7 +1236,7 @@ struct ImVector inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1233,7 +1250,7 @@ struct ImVector inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } @@ -1548,16 +1565,6 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; // Helpers //----------------------------------------------------------------------------- -// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree -// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } - // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 97f25bd45..290fadb8a 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -130,8 +130,8 @@ namespace IMGUI_STB_NAMESPACE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION -#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x)) -#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) IM_ASSERT(x) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) @@ -1459,7 +1459,7 @@ void ImFontAtlas::ClearInputData() for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { - ImGui::MemFree(ConfigData[i].FontData); + IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } @@ -1480,9 +1480,9 @@ void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) - ImGui::MemFree(TexPixelsAlpha8); + IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) - ImGui::MemFree(TexPixelsRGBA32); + IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; } @@ -1528,7 +1528,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { - TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)TexHeight * 4); + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) @@ -1560,7 +1560,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { - new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } @@ -1645,7 +1645,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1657,10 +1657,10 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size); + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); - ImGui::MemFree(compressed_ttf); + IM_FREE(compressed_ttf); return font; } @@ -1960,7 +1960,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4ebbc1f56..d6d5ac845 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3540,7 +3540,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)MemAlloc(clipboard_data_len * sizeof(char)); + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); SetClipboardText(clipboard_data); MemFree(clipboard_data); @@ -3559,7 +3559,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)MemAlloc((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 012eae75c..4a579ed28 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -398,7 +398,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; int buf_bitmap_current_used_bytes = 0; ImVector buf_bitmap_buffers; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. // 8. Render/rasterize font characters into the texture @@ -440,7 +440,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) { buf_bitmap_current_used_bytes = 0; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } // Blit rasterized pixels to our temporary buffer and keep a pointer to it. @@ -493,7 +493,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); // 8. Copy rasterized font characters back into the main texture @@ -557,7 +557,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // Cleanup for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) - ImGui::MemFree(buf_bitmap_buffers[buf_i]); + IM_FREE(buf_bitmap_buffers[buf_i]); for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) src_tmp_array[src_i].~ImFontBuildSrcDataFT(); @@ -567,8 +567,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns } // Default memory allocators -static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); } -static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); } +static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } // Current memory allocators static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc; diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h index 9df5780ec..b4b0fd66e 100644 --- a/misc/freetype/imgui_freetype.h +++ b/misc/freetype/imgui_freetype.h @@ -29,7 +29,7 @@ namespace ImGuiFreeType IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); - // By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree(). + // By default ImGuiFreeType will use IM_ALLOC()/IM_FREE(). // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired: IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); } From e099a7dc7493ee8732df3e8e503112930dbfb645 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 5 Apr 2019 20:27:46 +0200 Subject: [PATCH 152/687] Vulkan: Bits. Using IM_ALLOC/IM_FREE instead of new[] / delete[]. --- examples/example_glfw_vulkan/main.cpp | 20 +++++++++----------- examples/example_sdl_vulkan/main.cpp | 20 +++++++++----------- examples/imgui_impl_vulkan.cpp | 26 +++++++++++++------------- examples/imgui_impl_vulkan.h | 8 ++------ 4 files changed, 33 insertions(+), 41 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 972c12b0d..53c8aebd8 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -2,9 +2,9 @@ // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. -// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -40,7 +40,7 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_Window g_WindowData; +static ImGui_ImplVulkanH_Window g_MainWindowData; static int g_MinImageCount = 2; static bool g_SwapChainRebuild = false; static int g_SwapChainResizeWidth = 0; @@ -193,6 +193,8 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -241,11 +243,7 @@ static void CleanupVulkan() static void CleanupVulkanWindow() { - // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers, - // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each - // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. - ImGui_ImplVulkanH_Window* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator); + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); } static void FrameRender(ImGui_ImplVulkanH_Window* wd) @@ -365,7 +363,7 @@ int main(int, char**) int w, h; glfwGetFramebufferSize(window, &w, &h); glfwSetFramebufferSizeCallback(window, glfw_resize_callback); - ImGui_ImplVulkanH_Window* wd = &g_WindowData; + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context @@ -458,8 +456,8 @@ int main(int, char**) { g_SwapChainRebuild = false; ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); - g_WindowData.FrameIndex = 0; + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; } // Start the Dear ImGui frame diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index d2a829c46..45f4fce89 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -2,9 +2,9 @@ // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. -// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -32,7 +32,7 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static ImGui_ImplVulkanH_Window g_WindowData; +static ImGui_ImplVulkanH_Window g_MainWindowData; static uint32_t g_MinImageCount = 2; static bool g_SwapChainRebuild = false; static int g_SwapChainResizeWidth = 0; @@ -185,6 +185,8 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { wd->Surface = surface; @@ -233,11 +235,7 @@ static void CleanupVulkan() static void CleanupVulkanWindow() { - // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_Window helpers, - // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each - // ImGui_ImplVulkan_FrameRenderBuffers structure that you own. - ImGui_ImplVulkanH_Window* wd = &g_WindowData; - ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator); + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); } static void FrameRender(ImGui_ImplVulkanH_Window* wd) @@ -351,7 +349,7 @@ int main(int, char**) // Create Framebuffers int w, h; SDL_GetWindowSize(window, &w, &h); - ImGui_ImplVulkanH_Window* wd = &g_WindowData; + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context @@ -455,8 +453,8 @@ int main(int, char**) { g_SwapChainRebuild = false; ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); - g_WindowData.FrameIndex = 0; + ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; } // Start the Dear ImGui frame diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 48237139d..e2da42ba3 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -12,9 +12,9 @@ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. -// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -86,6 +86,8 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers; // Forward Declarations +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); @@ -230,7 +232,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory VkResult err; if (buffer != VK_NULL_HANDLE) vkDestroyBuffer(v->Device, buffer, v->Allocator); - if (buffer_memory) + if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment; @@ -275,7 +277,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm { wrb->Index = 0; wrb->Count = v->ImageCount; - wrb->FrameRenderBuffers = new ImGui_ImplVulkanH_FrameRenderBuffers[wrb->Count]; + wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); } IM_ASSERT(wrb->Count == v->ImageCount); @@ -844,8 +846,6 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- -#include // malloc - VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(request_formats != NULL); @@ -986,8 +986,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } - delete[] wd->Frames; - delete[] wd->FrameSemaphores; + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; wd->ImageCount = 0; @@ -1043,8 +1043,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V check_vk_result(err); IM_ASSERT(wd->Frames == NULL); - wd->Frames = new ImGui_ImplVulkanH_Frame[wd->ImageCount]; - wd->FrameSemaphores = new ImGui_ImplVulkanH_FrameSemaphores[wd->ImageCount]; + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); for (uint32_t i = 0; i < wd->ImageCount; i++) @@ -1149,8 +1149,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } - delete[] wd->Frames; - delete[] wd->FrameSemaphores; + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1194,7 +1194,7 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul { for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); - delete[] buffers->FrameRenderBuffers; + IM_FREE(buffers->FrameRenderBuffers); buffers->FrameRenderBuffers = NULL; buffers->Index = 0; buffers->Count = 0; diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 8b5421cc6..cff866d9d 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -12,9 +12,9 @@ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. -// - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -48,10 +48,6 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer comm IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) -// Called by ImGui_ImplVulkan_Init(), might be useful elsewhere. -IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyDeviceObjects(); - //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers From c43dab24147da9931f427934377b165e01084d0c Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 7 Apr 2019 15:57:07 +0200 Subject: [PATCH 153/687] Vulkan: Fix not incrementing semaphore index. (#2472, #2071) --- examples/example_glfw_vulkan/main.cpp | 1 + examples/example_sdl_vulkan/main.cpp | 1 + 2 files changed, 2 insertions(+) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 53c8aebd8..43abd3e7f 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -320,6 +320,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) info.pImageIndices = &wd->FrameIndex; VkResult err = vkQueuePresentKHR(g_Queue, &info); check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } static void glfw_error_callback(int error, const char* description) diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 45f4fce89..ad7894628 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -312,6 +312,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) info.pImageIndices = &wd->FrameIndex; VkResult err = vkQueuePresentKHR(g_Queue, &info); check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } int main(int, char**) From 302af7b2c991d8a0857640358f6ee00f3464c995 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 7 Apr 2019 16:22:41 +0200 Subject: [PATCH 154/687] FAQ tweaks. Add missing entries in imgui.cpp (which until now where only in the README). --- docs/README.md | 23 +++++++++++++---------- docs/issue_template.md | 6 +++--- imgui.cpp | 42 ++++++++++++++++++++++++++++++++++++++++-- 3 files changed, 56 insertions(+), 15 deletions(-) diff --git a/docs/README.md b/docs/README.md index febacf053..ba48517e1 100644 --- a/docs/README.md +++ b/docs/README.md @@ -219,29 +219,32 @@ Frequently Asked Question (FAQ) **Where is the documentation?** -- The documentation is at the top of imgui.cpp + effectively imgui.h. -- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. -- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. -- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. -- Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. **Which version should I get?** I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. -You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Several projects are using this branch and it is kept in sync with master regularly. +You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly. **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! **Why the odd dual naming, "Dear ImGui" vs "ImGui"?** -The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would taker off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library in ambiguous situations. Please try to refer to it as "Dear ImGui". +The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". **How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
**How can I display an image? What is ImTextureID, how does it works?** -
**How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.** +
**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
**How can I use my own math types instead of ImVec2/ImVec4?**
**How can I load a different font than the default?**
**How can I easily use icons in my application?** @@ -254,7 +257,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
**How can I help?** -See the FAQ in imgui.cpp for answers. +See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers. **Can you create elaborate/serious tools with Dear ImGui?** diff --git a/docs/issue_template.md b/docs/issue_template.md index 6d88b2711..21f0c1a92 100644 --- a/docs/issue_template.md +++ b/docs/issue_template.md @@ -4,11 +4,11 @@ https://github.com/ocornut/imgui/issues/2261 2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum: -https://discourse.dearimgui.org/c/getting-started +https://discourse.dearimgui.org -3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1). +3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1). -4. Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users, unless they browse the site. +4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. 5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. diff --git a/imgui.cpp b/imgui.cpp index 4cb82e163..5ee019dfb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -37,9 +37,14 @@ DOCUMENTATION - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - Where is the documentation? + - Which version should I get? + - Who uses Dear ImGui? + - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - How can I display an image? What is ImTextureID, how does it works? - - How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack. + - Why are multiple widgets reacting when I interact with a single one? How can I have + multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - How can I use my own math types instead of ImVec2/ImVec4? - How can I load a different font than the default? - How can I easily use icons in my application? @@ -552,6 +557,39 @@ CODE FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: Which version should I get? + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + fixed fast when reported. You may also peak at the 'docking' branch which includes: + - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) + - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) + Many projects are using this branch and it is kept in sync with master regularly. + + Q: Who uses Dear ImGui? + A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and + "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages + for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + + Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + longer name "Dear ImGui" that people can use to refer to this specific library. + Please try to refer to this library as "Dear ImGui". + Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. @@ -653,8 +691,8 @@ CODE Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have multiple widgets with the same label or with an empty label? - Q: I have multiple widgets with the same label, and only the first one works. Why is that? A: A primer on labels and the ID Stack... Dear ImGui internally need to uniquely identify UI elements. From 1295205cd4871b29eef8ae633ee7f19b18e92ac9 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 7 Apr 2019 22:27:45 +0200 Subject: [PATCH 155/687] Examples: Vulkan: Fixed warnings. (#2480) --- examples/example_glfw_vulkan/main.cpp | 3 ++- examples/example_sdl_vulkan/main.cpp | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 43abd3e7f..e0c062afb 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -108,6 +108,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) // Create Vulkan Instance without any debug feature err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); + IM_UNUSED(g_DebugReport); #endif } @@ -142,7 +143,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) break; } free(queues); - IM_ASSERT(g_QueueFamily != -1); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); } // Create Logical Device (with 1 queue) diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index ad7894628..812d09886 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -100,6 +100,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) // Create Vulkan Instance without any debug feature err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); check_vk_result(err); + IM_UNUSED(g_DebugReport); #endif } @@ -134,7 +135,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) break; } free(queues); - IM_ASSERT(g_QueueFamily != -1); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); } // Create Logical Device (with 1 queue) From 42423d5ea484898fde42e9703035ea5dfaabab50 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 7 Apr 2019 23:02:07 +0200 Subject: [PATCH 156/687] Examples: Makefile: Tweaks so they are more consistent with each others. Added -g./opt/local includes for MacPorts on Mac OS X. (#297) --- examples/example_glfw_opengl2/Makefile | 35 ++++++++++++++---------- examples/example_glfw_opengl3/Makefile | 30 +++++++++++---------- examples/example_glut_opengl2/Makefile | 37 ++++++++++++++------------ examples/example_sdl_opengl2/Makefile | 35 +++++++++++++++--------- examples/example_sdl_opengl3/Makefile | 25 +++++++++-------- 5 files changed, 93 insertions(+), 69 deletions(-) diff --git a/examples/example_glfw_opengl2/Makefile b/examples/example_glfw_opengl2/Makefile index 482b0e5d4..3649b7175 100644 --- a/examples/example_glfw_opengl2/Makefile +++ b/examples/example_glfw_opengl2/Makefile @@ -19,39 +19,46 @@ SOURCES = main.cpp SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) - UNAME_S := $(shell uname -s) +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS = -lGL `pkg-config --static --libs glfw3` + LIBS += -lGL `pkg-config --static --libs glfw3` - CXXFLAGS = -I../ -I../../ `pkg-config --cflags glfw3` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += `pkg-config --cflags glfw3` CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo - #LIBS += -L/usr/local/lib -lglfw3 - LIBS += -L/usr/local/lib -lglfw + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib + #LIBS += -lglfw3 + LIBS += -lglfw - CXXFLAGS = -I../ -I../../ -I/usr/local/include - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) - ECHO_MESSAGE = "Windows" - LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 - CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3` - CXXFLAGS += -Wall -Wformat - CFLAGS = $(CXXFLAGS) + CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) endif +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- %.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< diff --git a/examples/example_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile index a9c7007f9..e8cf46146 100644 --- a/examples/example_glfw_opengl3/Makefile +++ b/examples/example_glfw_opengl3/Makefile @@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + ##--------------------------------------------------------------------- ## OPENGL LOADER ##--------------------------------------------------------------------- ## Using OpenGL loader: gl3w [default] SOURCES += ../libs/gl3w/GL/gl3w.c -CXXFLAGS = -I../libs/gl3w +CXXFLAGS += -I../libs/gl3w ## Using OpenGL loader: glew ## (This assumes a system-wide installation) @@ -44,31 +48,29 @@ CXXFLAGS = -I../libs/gl3w ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS = -lGL `pkg-config --static --libs glfw3` + LIBS += -lGL `pkg-config --static --libs glfw3` - CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += `pkg-config --cflags glfw3` CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo - #LIBS += -L/usr/local/lib -lglfw3 - LIBS += -L/usr/local/lib -lglfw + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib + #LIBS += -lglfw3 + LIBS += -lglfw - CXXFLAGS += -I../ -I../../ -I/usr/local/include - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) - ECHO_MESSAGE = "Windows" - LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 - CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3` - CXXFLAGS += -Wall -Wformat - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/examples/example_glut_opengl2/Makefile b/examples/example_glut_opengl2/Makefile index 25ddc43a7..c381c0c96 100644 --- a/examples/example_glut_opengl2/Makefile +++ b/examples/example_glut_opengl2/Makefile @@ -1,6 +1,6 @@ # # Cross Platform Makefile -# Compatible with Ubuntu 14.04.1 and Mac OS X +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X # # Linux: # apt-get install freeglut3-dev @@ -10,41 +10,44 @@ #CXX = clang++ EXE = example_glut_opengl2 -SOURCES = main.cpp +SOURCES = main.cpp SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) - UNAME_S := $(shell uname -s) +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS = -lGL -lglut - - CXXFLAGS = -I ../ -I../.. - CXXFLAGS += -Wall -Wformat + LIBS += -lGL -lglut CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS = -framework OpenGL -framework GLUT + LIBS += -framework OpenGL -framework GLUT + LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS = -I .. -I../.. - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) - ECHO_MESSAGE = "Windows" - LIBS = -lgdi32 -lopengl32 -limm32 -lglut - - CXXFLAGS = -I ../ -I../../ - CXXFLAGS += -Wall -Wformat - CFLAGS = $(CXXFLAGS) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 -lglut + CFLAGS = $(CXXFLAGS) endif +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- %.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< diff --git a/examples/example_sdl_opengl2/Makefile b/examples/example_sdl_opengl2/Makefile index 4a948aa49..ce29a249d 100644 --- a/examples/example_sdl_opengl2/Makefile +++ b/examples/example_sdl_opengl2/Makefile @@ -15,40 +15,49 @@ #CXX = clang++ EXE = example_sdl_opengl2 -SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp +SOURCES = main.cpp +SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) - UNAME_S := $(shell uname -s) +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS = -lGL -ldl `sdl2-config --libs` + LIBS += -lGL -ldl `sdl2-config --libs` - CXXFLAGS = -I ../ -I../../ `sdl2-config --cflags` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += `sdl2-config --cflags` CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS = -I ../ -I../../ -I/usr/local/include `sdl2-config --cflags` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) - ECHO_MESSAGE = "Windows" - LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` - CXXFLAGS = -I ../ -I../../ `pkg-config --cflags sdl2` - CXXFLAGS += -Wall -Wformat - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) endif +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- %.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile index 69874119f..76601a1b8 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl_opengl3/Makefile @@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + ##--------------------------------------------------------------------- ## OPENGL LOADER ##--------------------------------------------------------------------- ## Using OpenGL loader: gl3w [default] SOURCES += ../libs/gl3w/GL/gl3w.c -CXXFLAGS = -I../libs/gl3w +CXXFLAGS += -I../libs/gl3w ## Using OpenGL loader: glew ## (This assumes a system-wide installation) @@ -44,28 +48,27 @@ CXXFLAGS = -I../libs/gl3w ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS = -lGL -ldl `sdl2-config --libs` + LIBS += -lGL -ldl `sdl2-config --libs` - CXXFLAGS = -I../ -I../../ -I../libs/gl3w `sdl2-config --cflags` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags` CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) - ECHO_MESSAGE = "Windows" - LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` - CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags sdl2` - CXXFLAGS += -Wall -Wformat + CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2` CFLAGS = $(CXXFLAGS) endif From b53630813ecaf7791045a63cb53b3034289427d0 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 7 Apr 2019 23:45:21 +0200 Subject: [PATCH 157/687] Internals: Tweak ItemSize calls. Added todo items. --- docs/TODO.txt | 1 + imgui_widgets.cpp | 11 ++++++----- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 24525947c..66fd94599 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -34,6 +34,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - scrolling/style: shadows on scrollable areas to denote that there is more contents - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering. + - drawlist: add calctextsize func to facilitate consistent code from user pov - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d6d5ac845..ec393963f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -642,7 +642,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) return false; @@ -1040,8 +1040,9 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); - ItemSize(bb, style.FramePadding.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) return; @@ -1114,7 +1115,7 @@ void ImGui::Dummy(const ImVec2& size) return; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); + ItemSize(size); ItemAdd(bb, 0); } @@ -5260,7 +5261,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrentLineTextBaseOffset; ImRect bb_inner(pos, pos + size); - ItemSize(bb_inner); + ItemSize(size); // Fill horizontal space. ImVec2 window_padding = window->WindowPadding; From 1391904fd23a4367ec80a042bd32044e63c2da84 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 8 Apr 2019 17:27:17 +0200 Subject: [PATCH 158/687] Internals: Selectable: Added ImGuiSelectableFlags_AllowItemOverlap in imgui_internal.h (~ #684, #2341) --- imgui_internal.h | 3 ++- imgui_widgets.cpp | 5 +++++ 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/imgui_internal.h b/imgui_internal.h index bcbaec6ad..4bf703d90 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -344,7 +344,8 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, ImGuiSelectableFlags_PressedOnClick = 1 << 11, ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13 + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, + ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 }; enum ImGuiSeparatorFlags_ diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ec393963f..ad3126cd8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5308,6 +5308,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiSelectableFlags_Disabled) selected = false; @@ -5323,6 +5325,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (pressed) MarkItemEdited(id); + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + // Render if (hovered || selected) { From b8fe0df7df79dcf7560246f9c3510f5e54de6ff6 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 8 Apr 2019 19:16:45 +0200 Subject: [PATCH 159/687] Examples: Null: Added Makefile. --- examples/.gitignore | 3 +- examples/example_null/Makefile | 59 ++++++++++++++++++++++++++++++++++ examples/example_null/main.cpp | 5 +-- 3 files changed, 64 insertions(+), 3 deletions(-) create mode 100644 examples/example_null/Makefile diff --git a/examples/.gitignore b/examples/.gitignore index 428ea4466..ddfa5eadd 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -31,9 +31,10 @@ xcuserdata ## Unix executables example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl3/example_glfw_opengl3 +example_glut_opengl2/example_glut_opengl2 +example_null/example_null example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl3/example_sdl_opengl3 -example_glut_opengl2/example_glut_opengl2 ## Dear ImGui Ini files imgui.ini diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile new file mode 100644 index 000000000..012758fe2 --- /dev/null +++ b/examples/example_null/Makefile @@ -0,0 +1,59 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# + +EXE = example_null +SOURCES = main.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -I../ -I../../ +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) + ECHO_MESSAGE = "MinGW" + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c +# %.o:../libs/glad/src/%.c + $(CC) $(CFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp index 90521f9b0..81af09996 100644 --- a/examples/example_null/main.cpp +++ b/examples/example_null/main.cpp @@ -1,4 +1,5 @@ -// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs) +// dear imgui: null/dummy example application (compile and link imgui with NO INPUTS, NO OUTPUTS) +// This is useful to test building, but you cannot interact with anything here! #include "imgui.h" #include @@ -13,7 +14,7 @@ int main(int, char**) int tex_w, tex_h; io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); - for (int n = 0; n < 50; n++) + for (int n = 0; n < 20; n++) { printf("NewFrame() %d\n", n); io.DisplaySize = ImVec2(1920, 1080); From 570d0bbbda957dfd3a473fb90a3fa6817f461c1b Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 11 Apr 2019 15:12:18 +0200 Subject: [PATCH 160/687] Demo: Comments, tweaks, removed some uses of ImColor helpers. --- imgui_demo.cpp | 75 ++++++++++++++++++++++++++++++-------------------- 1 file changed, 45 insertions(+), 30 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 423022c1e..86e320cea 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -126,6 +126,7 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt) static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); @@ -142,12 +143,13 @@ static void HelpMarker(const char* desc) // Helper to display basic user controls. void ImGui::ShowUserGuide() { + ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - if (ImGui::GetIO().FontAllowUserScaling) + if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("Mouse Wheel to scroll."); ImGui::BulletText("While editing text:\n"); @@ -191,7 +193,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_log) ShowExampleAppLog(&show_app_log); @@ -254,7 +256,7 @@ void ImGui::ShowDemoWindow(bool* p_open) //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. - // Menu + // Menu Bar if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -341,7 +343,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Backend Flags")) { HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); - ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags. + ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags. ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); @@ -576,7 +578,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Advanced, with Selectable nodes")) { - HelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); static bool align_label_with_current_x_position = false; ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Text("Hello!"); @@ -589,10 +591,12 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 6; i++) { // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0); + ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (selection_mask & (1 << i)) + node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { - // Node + // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); if (ImGui::IsItemClicked()) node_clicked = i; @@ -604,7 +608,9 @@ static void ShowDemoWindowWidgets() } else { - // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. + // Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked()) @@ -630,7 +636,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Collapsing Headers")) { static bool closable_group = true; - ImGui::Checkbox("Enable extra group", &closable_group); + ImGui::Checkbox("Show 2nd header", &closable_group); if (ImGui::CollapsingHeader("Header")) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); @@ -734,7 +740,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); ImVec2 pos = ImGui::GetCursorScreenPos(); - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128)); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f)); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); @@ -746,7 +752,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128)); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f)); ImGui::EndTooltip(); } ImGui::TextWrapped("And now some textured buttons.."); @@ -755,7 +761,7 @@ static void ShowDemoWindowWidgets() { ImGui::PushID(i); int frame_padding = -1 + i; // -1 = uses default padding - if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImColor(0,0,0,255))) + if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f))) pressed_count += 1; ImGui::PopID(); ImGui::SameLine(); @@ -986,7 +992,8 @@ static void ShowDemoWindowWidgets() return 0; } - // Tip: Because ImGui:: is a namespace you can add your own function into the namespace from your own source files. + // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files. + // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str). static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); @@ -2087,7 +2094,8 @@ static void ShowDemoWindowLayout() ImGui::PopID(); } } - float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX(); + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::PopStyleVar(2); float scroll_x_delta = 0.0f; @@ -3061,7 +3069,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { - ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128)); + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); ImGui::TreePop(); } @@ -3097,7 +3107,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- -// Demonstrate creating a fullscreen menu bar and populating it. +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { if (ImGui::BeginMainMenuBar()) @@ -3121,6 +3134,7 @@ static void ShowExampleAppMainMenuBar() } } +// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts) static void ShowExampleMenuFile() { ImGui::MenuItem("(dummy menu)", NULL, false, false); @@ -3654,7 +3668,7 @@ static void ShowExampleAppLog(bool* p_open) static ExampleAppLog log; // For the demo: add a debug button _BEFORE_ the normal log window contents - // We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window. + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); @@ -3672,6 +3686,7 @@ static void ShowExampleAppLog(bool* p_open) } ImGui::End(); + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) log.Draw("Example: Log", p_open); } @@ -3955,8 +3970,8 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); } - ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background - if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) { ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Separator(); @@ -4047,27 +4062,27 @@ static void ShowExampleAppCustomRendering(bool* p_open) { // First line uses a thickness of 1.0, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing; + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing; draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing; draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing; draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th); x = p.x + 4; y += sz + spacing; } - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing; 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->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3)); @@ -4135,7 +4150,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4); if (draw_fg) ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); ImGui::EndTabItem(); From 07a70dc972dd34e9b8e973b51036b9210572722a Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 11 Apr 2019 15:40:36 +0200 Subject: [PATCH 161/687] Internals: Merge minor things from range_select branch. Added ImGuiButtonFlags_NoHoveredOnNav. Added IsItemToggledSelected() - unused here. Renaming. --- imgui.cpp | 8 +++++++- imgui_internal.h | 11 +++++++---- imgui_widgets.cpp | 28 ++++++++++++++++++++-------- 3 files changed, 34 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5ee019dfb..79fe1d483 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4352,6 +4352,12 @@ bool ImGui::IsItemClicked(int mouse_button) return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; @@ -7988,7 +7994,7 @@ static void ImGui::NavUpdateMoveResult() { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; - g.NavJustMovedToSelectScopeId = result->SelectScopeId; + g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; } SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); g.NavMoveFromClampedRefRect = false; diff --git a/imgui_internal.h b/imgui_internal.h index 4bf703d90..4093ce4c9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -312,7 +312,8 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated + ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on }; enum ImGuiSliderFlags_ @@ -374,7 +375,8 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, - ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui-test only] @@ -861,7 +863,7 @@ struct ImGuiContext ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. @@ -1025,7 +1027,7 @@ struct ImGuiContext NavWindow = NULL; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; NavInputSource = ImGuiInputSource_None; NavScoringRectScreen = ImRect(); NavScoringCount = 0; @@ -1441,6 +1443,7 @@ namespace ImGui IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ad3126cd8..3faeb7800 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -494,7 +494,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - hovered = true; + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; if (g.NavActivateDownId == id) { @@ -5049,6 +5050,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool toggled = false; @@ -5085,6 +5088,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); @@ -5272,15 +5279,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) bb.Max.x += window_padding.x; - // Selectables are tightly packed together, we extend the box to cover spacing between selectable. - float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); - float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); - float spacing_R = style.ItemSpacing.x - spacing_L; - float spacing_D = style.ItemSpacing.y - spacing_U; + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = (float)(int)(spacing_x * 0.50f); + const float spacing_U = (float)(int)(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; - bb.Max.x += spacing_R; - bb.Max.y += spacing_D; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); bool item_add; if (flags & ImGuiSelectableFlags_Disabled) @@ -5313,6 +5320,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_Disabled) selected = false; + const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) @@ -5328,6 +5336,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_AllowItemOverlap) SetItemAllowOverlap(); + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render if (hovered || selected) { From ee02cdbf0377d07abf1692c2404afd91d962df9a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Apr 2019 17:43:50 +0200 Subject: [PATCH 162/687] Internals, Docs: Added a bunch of clarification about ButtonBehavior in the form of a table (and to facilitate writing tests) --- imgui_demo.cpp | 12 ++++++++-- imgui_internal.h | 2 +- imgui_widgets.cpp | 56 ++++++++++++++++++++++++++++++++++++++++++----- 3 files changed, 61 insertions(+), 9 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 86e320cea..d8707f423 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -179,6 +179,8 @@ static void ShowDemoWindowMisc(); // You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup + // Examples Apps (accessible from the "Examples" menu) static bool show_app_documents = false; static bool show_app_main_menu_bar = false; @@ -1531,7 +1533,9 @@ static void ShowDemoWindowWidgets() ImGui::RadioButton("SliderFloat", &item_type, 3); ImGui::RadioButton("InputText", &item_type, 4); ImGui::RadioButton("ColorEdit4", &item_type, 5); - ImGui::RadioButton("ListBox", &item_type, 6); + ImGui::RadioButton("MenuItem", &item_type, 6); + ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7); + ImGui::RadioButton("ListBox", &item_type, 8); ImGui::Separator(); bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction @@ -1540,7 +1544,9 @@ static void ShowDemoWindowWidgets() if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 6) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 6) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 8) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1555,6 +1561,7 @@ static void ShowDemoWindowWidgets() "IsItemDeactivated() = %d\n" "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", @@ -1571,6 +1578,7 @@ static void ShowDemoWindowWidgets() ImGui::IsItemDeactivated(), ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), + ImGui::IsItemClicked(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y diff --git a/imgui_internal.h b/imgui_internal.h index 4093ce4c9..426301d36 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -300,7 +300,7 @@ enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set] + ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3faeb7800..dcb911952 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -394,6 +394,56 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - Bullet() //------------------------------------------------------------------------- +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -452,12 +502,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat - // PressedOnClickRelease | * | .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds - // PressedOnClick | | .. - // PressedOnRelease | | .. (NOT on release) - // PressedOnDoubleClick | | .. - // FIXME-NAV: We don't honor those different behaviors. if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) { SetActiveID(id, window); From 30d81f53cbdb73f88ab049d21fc7a00cf548c8c8 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Apr 2019 22:16:59 +0200 Subject: [PATCH 163/687] PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 2 ++ 2 files changed, 3 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ec24a20bf..f80d03290 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,7 @@ Other Changes: - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index dcb911952..4008fa219 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5577,6 +5577,8 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge for (int i = 0; i < values_count; i++) { const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; v_min = ImMin(v_min, v); v_max = ImMax(v_max, v); } From fb2626c21b88d3ff1d053f9da0b3602207301ecc Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Apr 2019 19:44:29 +0200 Subject: [PATCH 164/687] Tests: Added hook/tweaks for imgui-test engine. + Fixed warnings. --- imgui.cpp | 6 +++++- imgui_internal.h | 2 ++ imgui_widgets.cpp | 7 +++++-- 3 files changed, 12 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 79fe1d483..3e882ab94 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2837,7 +2837,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) - ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id); + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); #endif // Clipping test @@ -5544,6 +5544,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.LastItemId = window->MoveId; window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; window->DC.LastItemRect = title_bar_rect; +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif } PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); diff --git a/imgui_internal.h b/imgui_internal.h index 426301d36..7e7ffb44b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1584,8 +1584,10 @@ extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags #else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) #endif diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4008fa219..82696d5af 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5133,7 +5133,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l SetItemAllowOverlap(); // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. - if (selected != was_selected) + if (selected != was_selected) //-V547 window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render @@ -5381,7 +5381,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl SetItemAllowOverlap(); // In this branch, Selectable() cannot toggle the selection so this will never trigger. - if (selected != was_selected) + if (selected != was_selected) //-V547 window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render @@ -5405,6 +5405,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return pressed; } @@ -5756,6 +5758,7 @@ ImGuiMenuColumns::ImGuiMenuColumns() void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); Width = NextWidth = 0.0f; Spacing = spacing; if (clear) From e805ca29d859dc817e29797d0be83adeb2af1bb8 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 13 Apr 2019 18:51:18 +0200 Subject: [PATCH 165/687] Internals: Moved resize grips and borders to nav layer 1 so that testing system doesn't attempt to scroll to get them inside the InnerRect. --- imgui.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 3e882ab94..d46de3501 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4815,6 +4815,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + // Manual resize grips PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) @@ -4905,6 +4909,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->Size = window->SizeFull; } From a936d0669cb3378559f973899f6c59a2f4bec4c0 Mon Sep 17 00:00:00 2001 From: "Nicolas \"Pixel\" Noble" Date: Sat, 13 Apr 2019 17:25:06 +0200 Subject: [PATCH 166/687] Adding standalone Emscripten example. --- examples/example_emscripten/Makefile | 58 ++++++ examples/example_emscripten/README.md | 8 + examples/example_emscripten/main.cpp | 165 ++++++++++++++++++ .../example_emscripten/shell_minimal.html | 153 ++++++++++++++++ 4 files changed, 384 insertions(+) create mode 100644 examples/example_emscripten/Makefile create mode 100644 examples/example_emscripten/README.md create mode 100644 examples/example_emscripten/main.cpp create mode 100644 examples/example_emscripten/shell_minimal.html diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile new file mode 100644 index 000000000..b97933d64 --- /dev/null +++ b/examples/example_emscripten/Makefile @@ -0,0 +1,58 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. This Makefile assumes you have +# loaded emscripten's environment. +# +# Running `make` will produce three files: +# - example_emscripten.html +# - example_emscripten.js +# - example_emscripten.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ + +EXE = example_emscripten.html +SOURCES = main.cpp +SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 +EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp +EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1 +EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1 + +CPPFLAGS = -I../ -I../../ +CPPFLAGS += -g -Wall -Wformat -O3 +CPPFLAGS += $(EMS) +LIBS = $(EMS) +LDFLAGS = --shell-file shell_minimal.html + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c + $(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(LIBS) $(LDFLAGS) + +clean: + rm -f $(EXE) $(OBJS) *.js *.wasm diff --git a/examples/example_emscripten/README.md b/examples/example_emscripten/README.md new file mode 100644 index 000000000..c607ed73c --- /dev/null +++ b/examples/example_emscripten/README.md @@ -0,0 +1,8 @@ + +# How to Build + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +``` +em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html +``` diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp new file mode 100644 index 000000000..dd31e7b7e --- /dev/null +++ b/examples/example_emscripten/main.cpp @@ -0,0 +1,165 @@ +// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3 +// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten. +// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten. +// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that. +// +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl3.h" +#include +#include +#include +#include + +// Emscripten requires to have full control over the main loop. We're going to store variables from main() to main_loop() here. +// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state. +// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this. +struct MainLoopVars { + SDL_Window* window = NULL; + SDL_GLContext gl_context = NULL; + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); +}; + +// For clarity, our main loop code is declared at the end. +void main_loop(void*); + +int main(int, char**) +{ + MainLoopVars vars; + + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details. + // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully + // run this code on Chrome for Android for example. + const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + vars.gl_context = SDL_GL_CreateContext(vars.window); + if (!vars.gl_context) { + fprintf(stderr, "Failed to initialize WebGL context!\n"); + return 1; + } + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer bindings + ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. + emscripten_set_main_loop_arg(main_loop, &vars, 0, true); +} + +void main_loop(void* arg) { + MainLoopVars* vars = (MainLoopVars*) arg; + ImGuiIO& io = ImGui::GetIO(); + + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(vars->window); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (vars->show_demo_window) + ImGui::ShowDemoWindow(&vars->show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &vars->show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &vars->show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&vars->clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (vars->show_another_window) + { + ImGui::Begin("Another Window", &vars->show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + vars->show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + SDL_GL_MakeCurrent(vars->window, vars->gl_context); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(vars->window); +} diff --git a/examples/example_emscripten/shell_minimal.html b/examples/example_emscripten/shell_minimal.html new file mode 100644 index 000000000..3c5ef8caf --- /dev/null +++ b/examples/example_emscripten/shell_minimal.html @@ -0,0 +1,153 @@ + + + + + + Emscripten-Generated Code + + + +
+
emscripten
+
Downloading...
+
+ +
+
+ +
+
+
+ Resize canvas + Lock/hide mouse pointer +     + +
+ +
+ +
+ + {{{ SCRIPT }}} + + From 882d480b5e479898c26971ebdaecece5ae543649 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 15 Apr 2019 01:01:39 +0200 Subject: [PATCH 167/687] Examples: Removed unused variable (will be used in docking branch tho, undo when merging!) --- examples/imgui_impl_sdl.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 528dbba3c..10f494930 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -51,9 +51,6 @@ #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) -#if !SDL_HAS_VULKAN -static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; -#endif // Data static SDL_Window* g_Window = NULL; From c1848b185cd9dff997bb0e52981f78b8492f7a17 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 15 Apr 2019 01:01:44 +0200 Subject: [PATCH 168/687] Examples: Emscripten: Switched to WebGL1/ES2, Added Changelog, Updated links, Added ignore list, Fixed warning with older versions. Removed reliance on C++11 (would warn on some compiler). Improved html template, removed undesirable options, reduced log size. Tweaked main.cpp. (#2494) --- docs/CHANGELOG.txt | 1 + docs/README.md | 7 +- docs/TODO.txt | 3 +- examples/.gitignore | 1 + examples/README.txt | 12 +++- examples/example_emscripten/Makefile | 6 +- examples/example_emscripten/main.cpp | 66 +++++++++---------- .../example_emscripten/shell_minimal.html | 34 +++++----- 8 files changed, 69 insertions(+), 61 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f80d03290..889ca66c9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,6 +54,7 @@ Other Changes: to using the ImGui::MemAlloc()/MemFree() calls directly. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble] - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). diff --git a/docs/README.md b/docs/README.md index ba48517e1..1b00d2fb0 100644 --- a/docs/README.md +++ b/docs/README.md @@ -135,8 +135,7 @@ Languages: (third-party bindings) Frameworks: - Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) +- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) - Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) - Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) @@ -221,8 +220,8 @@ Frequently Asked Question (FAQ) This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ applications and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. diff --git a/docs/TODO.txt b/docs/TODO.txt index 66fd94599..a837b8b5d 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -316,8 +316,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: possible compile-time support for wchar_t instead of char*? - backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) - - web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - remote: make a system like RemoteImGui first-class citizen/project (#75) diff --git a/examples/.gitignore b/examples/.gitignore index ddfa5eadd..54c0a1187 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -27,6 +27,7 @@ xcuserdata ## Emscripten output *.out.js *.out.wasm +example_emscripten/example_emscripten.* ## Unix executables example_glfw_opengl2/example_glfw_opengl2 diff --git a/examples/README.txt b/examples/README.txt index 039747454..cd60733cc 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -122,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R imgui_impl_allegro5.cpp imgui_impl_marmalade.cpp +Note that Dear ImGui works with Emscripten. +The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible. Third-party framework, graphics API and languages bindings are listed at: https://github.com/ocornut/imgui/wiki/Bindings Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift... - Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre, - OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... + Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph, + openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... Miscellaneous: Software Renderer, RemoteImgui, etc. @@ -177,6 +179,12 @@ example_apple_opengl2/ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) +example_empscripten: + Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp + Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten. + We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. + example_glfw_opengl2/ GLFW + OpenGL2 example (legacy, fixed pipeline). = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile index b97933d64..6c9865ff3 100644 --- a/examples/example_emscripten/Makefile +++ b/examples/example_emscripten/Makefile @@ -21,9 +21,9 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) -EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 +EMS = -s USE_SDL=2 -s WASM=1 EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp -EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1 CPPFLAGS = -I../ -I../../ @@ -55,4 +55,4 @@ $(EXE): $(OBJS) $(CXX) -o $@ $^ $(LIBS) $(LDFLAGS) clean: - rm -f $(EXE) $(OBJS) *.js *.wasm + rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp index dd31e7b7e..847b505a4 100644 --- a/examples/example_emscripten/main.cpp +++ b/examples/example_emscripten/main.cpp @@ -14,24 +14,16 @@ #include #include -// Emscripten requires to have full control over the main loop. We're going to store variables from main() to main_loop() here. -// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state. +// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally. // Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this. -struct MainLoopVars { - SDL_Window* window = NULL; - SDL_GLContext gl_context = NULL; - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); -}; +SDL_Window* g_Window = NULL; +SDL_GLContext g_GLContext = NULL; // For clarity, our main loop code is declared at the end. void main_loop(void*); int main(int, char**) { - MainLoopVars vars; - // Setup SDL if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) { @@ -39,13 +31,14 @@ int main(int, char**) return -1; } - // For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details. + // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details. // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully // run this code on Chrome for Android for example. - const char* glsl_version = "#version 300 es"; + const char* glsl_version = "#version 100"; + //const char* glsl_version = "#version 300 es"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Create window with graphics context @@ -55,9 +48,10 @@ int main(int, char**) SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); - vars.gl_context = SDL_GL_CreateContext(vars.window); - if (!vars.gl_context) { + g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + g_GLContext = SDL_GL_CreateContext(g_Window); + if (!g_GLContext) + { fprintf(stderr, "Failed to initialize WebGL context!\n"); return 1; } @@ -74,7 +68,7 @@ int main(int, char**) //ImGui::StyleColorsClassic(); // Setup Platform/Renderer bindings - ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context); + ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext); ImGui_ImplOpenGL3_Init(glsl_version); // Load Fonts @@ -93,12 +87,18 @@ int main(int, char**) //IM_ASSERT(font != NULL); // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. - emscripten_set_main_loop_arg(main_loop, &vars, 0, true); + emscripten_set_main_loop_arg(main_loop, NULL, 0, true); } -void main_loop(void* arg) { - MainLoopVars* vars = (MainLoopVars*) arg; +void main_loop(void* arg) +{ ImGuiIO& io = ImGui::GetIO(); + IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that. + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Poll and handle events (inputs, window resize, etc.) // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -114,12 +114,12 @@ void main_loop(void* arg) { // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplSDL2_NewFrame(vars->window); + ImGui_ImplSDL2_NewFrame(g_Window); ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (vars->show_demo_window) - ImGui::ShowDemoWindow(&vars->show_demo_window); + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { @@ -129,11 +129,11 @@ void main_loop(void* arg) { ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &vars->show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &vars->show_another_window); + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&vars->clear_color); // Edit 3 floats representing a color + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; @@ -145,21 +145,21 @@ void main_loop(void* arg) { } // 3. Show another simple window. - if (vars->show_another_window) + if (show_another_window) { - ImGui::Begin("Another Window", &vars->show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) - vars->show_another_window = false; + show_another_window = false; ImGui::End(); } // Rendering ImGui::Render(); - SDL_GL_MakeCurrent(vars->window, vars->gl_context); + SDL_GL_MakeCurrent(g_Window, g_GLContext); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - SDL_GL_SwapWindow(vars->window); + SDL_GL_SwapWindow(g_Window); } diff --git a/examples/example_emscripten/shell_minimal.html b/examples/example_emscripten/shell_minimal.html index 3c5ef8caf..b967b04bd 100644 --- a/examples/example_emscripten/shell_minimal.html +++ b/examples/example_emscripten/shell_minimal.html @@ -3,15 +3,19 @@ - Emscripten-Generated Code + Dear ImGui Emscripten example -
emscripten
Downloading...
- +
-
- -
-
- Resize canvas - Lock/hide mouse pointer -     - + + Example compiled from https://github.com/ocornut/imgui
- -
- -
+
+
+ + +
+
+ + {{{ SCRIPT }}} From 1d3ebef364ebec80a3e9b70cc46071f65382339d Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Apr 2019 21:50:15 +0200 Subject: [PATCH 178/687] Columns: Fixed boundary of clipping being off by 1 pixel within the left column. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 16681c6ea..c5ecdfe39 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,7 @@ Other Changes: - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) - Window: Window close button is horizontally aligned with style.FramePadding.x. +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. diff --git a/imgui.cpp b/imgui.cpp index 23e3c8ef3..e12c466cc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8542,7 +8542,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag { // Compute clipping rectangle ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); column->ClipRect.ClipWith(window->ClipRect); From 1aeee9d40f7e057230d22f1c5c4b476a00e9dbe7 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Apr 2019 12:26:51 +0200 Subject: [PATCH 179/687] Internals: Columns: Tweaks, renaming. Metrics: Show rectangles for child windows. Renamed SameLine() first parameter. --- imgui.cpp | 68 ++++++++++++++++++++++------------------------- imgui.h | 2 +- imgui_demo.cpp | 3 ++- imgui_internal.h | 12 ++++----- imgui_widgets.cpp | 3 ++- 5 files changed, 43 insertions(+), 45 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index e12c466cc..18b368d55 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6740,21 +6740,21 @@ void ImGui::EndGroup() } // Gets back to previous line and continue with horizontal layout -// pos_x == 0 : follow right after previous item -// pos_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing_w >= 0 : enforce spacing amount -void ImGui::SameLine(float pos_x, float spacing_w) +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; - if (pos_x != 0.0f) + if (offset_from_start_x != 0.0f) { if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else @@ -8322,13 +8322,13 @@ void ImGui::NextColumn() columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (++columns->Current < columns->Count) { - // Columns 1+ cancel out IndentX + // New column (columns 1+ cancels out IndentX) window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; window->DrawList->ChannelsSetCurrent(columns->Current); } else { - // New line + // New row/line window->DC.ColumnsOffset.x = 0.0f; window->DrawList->ChannelsSetCurrent(0); columns->Current = 0; @@ -8340,7 +8340,7 @@ void ImGui::NextColumn() window->DC.CurrentLineTextBaseOffset = 0.0f; PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME: Move on columns setup + PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup } int ImGui::GetColumnIndex() @@ -8365,7 +8365,7 @@ static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) return offset / (columns->MaxX - columns->MinX); } -static inline float GetColumnsRectHalfWidth() { return 4.0f; } +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) { @@ -8376,7 +8376,7 @@ static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x; + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); @@ -8515,8 +8515,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->StartPosY = window->DC.CursorPos.y; - columns->StartMaxPosX = window->DC.CursorMaxPos.x; + columns->BackupCursorPosY = window->DC.CursorPos.y; + columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -8573,39 +8573,41 @@ void ImGui::EndColumns() columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); window->DC.CursorPos.y = columns->LineMaxY; if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->StartMaxPosX; // Restore cursor max pos, as columns don't grow parent + window->DC.CursorMaxPos.x = columns->BackupCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent // Draw columns borders and handle resize bool is_being_resized = false; if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) { - const float y1 = columns->StartPosY; - const float y2 = window->DC.CursorPos.y; + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->BackupCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); int dragging_column = -1; for (int n = 1; n < columns->Count; n++) { + ImGuiColumnData* column = &columns->Columns[n]; float x = window->Pos.x + GetColumnOffset(n); const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction - const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); - if (IsClippedEx(column_rect, column_id, false)) + if (IsClippedEx(column_hit_rect, column_id, false)) continue; bool hovered = false, held = false; if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) { - ButtonBehavior(column_rect, column_id, &hovered, &held); + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) dragging_column = n; } - // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) + // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. @@ -8634,10 +8636,11 @@ void ImGui::Columns(int columns_count, const char* id, bool border) ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - if (window->DC.CurrentColumns != NULL && window->DC.CurrentColumns->Count == columns_count && window->DC.CurrentColumns->Flags == flags) + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) return; - if (window->DC.CurrentColumns != NULL) + if (columns != NULL) EndColumns(); if (columns_count != 1) @@ -9608,15 +9611,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) static void NodeWindow(ImGuiWindow* window, const char* label) { - bool node_open = ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window); - if (show_windows_rects && ImGui::IsItemHovered()) - if (ImDrawList* fg_draw_list = GetForegroundDrawList(window)) - { - } - - if (!node_open) + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) return; - ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); @@ -9733,7 +9729,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive) + if (!window->WasActive) continue; ImDrawList* draw_list = GetForegroundDrawList(window); if (show_windows_rects) @@ -9746,7 +9742,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } - if (show_windows_begin_order) + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) { char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); diff --git a/imgui.h b/imgui.h index c4400d847..f11a3a502 100644 --- a/imgui.h +++ b/imgui.h @@ -332,7 +332,7 @@ namespace ImGui // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. - IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 9b732c3f2..443c3c23d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -252,7 +252,6 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::End(); return; } - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); // Most "big" widgets share a common width settings by default. //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) @@ -292,7 +291,9 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::EndMenuBar(); } + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); ImGui::Spacing(); + if (ImGui::CollapsingHeader("Help")) { ImGui::Text("PROGRAMMER GUIDE:"); diff --git a/imgui_internal.h b/imgui_internal.h index 1b0fd35c2..7ed26cfde 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -658,7 +658,7 @@ struct ImGuiColumnData ImGuiColumnsFlags Flags; // Not exposed ImRect ClipRect; - ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } }; struct ImGuiColumns @@ -671,23 +671,23 @@ struct ImGuiColumns int Count; float MinX, MaxX; float LineMinY, LineMaxY; - float StartPosY; // Copy of CursorPos - float StartMaxPosX; // Copy of CursorMaxPos + float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() ImVector Columns; ImGuiColumns() { Clear(); } void Clear() { ID = 0; - Flags = 0; + Flags = ImGuiColumnsFlags_None; IsFirstFrame = false; IsBeingResized = false; Current = 0; Count = 1; MinX = MaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - StartPosY = 0.0f; - StartMaxPosX = 0.0f; + BackupCursorPosY = 0.0f; + BackupCursorMaxPosX = 0.0f; Columns.clear(); } }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c9a47b148..dd821ef55 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -299,7 +299,8 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - bool need_backup = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); TextV(fmt, args); From 240dddff87326abb9990fc938dfe9ced6ad79d9e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 15:00:40 +0200 Subject: [PATCH 180/687] Combo, Slider: Improve rendering in situation when there's there's very little space available. --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 64 +++++++++++++++++++++++++++------------------- 2 files changed, 39 insertions(+), 26 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c5ecdfe39..c9401b3a4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -52,6 +52,7 @@ Other Changes: - PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) - Window: Window close button is horizontally aligned with style.FramePadding.x. - Columns: Fixed boundary of clipping being off by 1 pixel within the left column. +- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index dd821ef55..2e93b8532 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -788,16 +788,19 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Render background bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect window_rect = window->Rect(); + const ImRect host_rect = window->Rect(); const float border_size = window->WindowBorderSize; ImRect bb = horizontal - ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size) - : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); + ? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size) + : ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size); + bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar + bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y); if (!horizontal) bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? + const float bb_width = bb.GetWidth(); const float bb_height = bb.GetHeight(); - if (bb.GetWidth() <= 0.0f || bb_height <= 0.0f) + if (bb_width <= 0.0f || bb_height <= 0.0f) return; // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) @@ -816,7 +819,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) else window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); @@ -887,9 +890,9 @@ void ImGui::Scrollbar(ImGuiAxis axis) const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); ImRect grab_rect; if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y)); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); } @@ -1361,19 +1364,19 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool popup_open = IsPopupOpen(id); - const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2223,16 +2226,16 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; - const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz*0.5f; - const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz*0.5f; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f float linear_zero_pos; // 0.0->1.0f if (is_power && v_min * v_max < 0.0f) { // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f/power); - const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f/power); + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); } else @@ -2355,15 +2358,22 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } } - // Output grab position so it can be displayed by the caller - float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); - if (axis == ImGuiAxis_Y) - grab_t = 1.0f - grab_t; - const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); - if (axis == ImGuiAxis_X) - *out_grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding); + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f); + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } return value_changed; } @@ -2465,7 +2475,8 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co MarkItemEdited(id); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; @@ -2605,7 +2616,8 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d MarkItemEdited(id); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding From 9d4a893a774603fb2fa0c19ba063d9df46baa1a5 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 13:46:45 +0200 Subject: [PATCH 181/687] Internals: Moved CalcItemSize next to CalcItemWidth, added comments to clarify their respective intent. Should have no side effect. --- imgui.cpp | 31 +++++++++++++++++-------------- imgui_internal.h | 2 +- imgui_widgets.cpp | 3 +++ 3 files changed, 21 insertions(+), 15 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 18b368d55..d08f9d5ae 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2973,19 +2973,6 @@ void ImGui::FocusableItemUnregister(ImGuiWindow* window) window->DC.FocusCounterTab--; } -ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y) -{ - ImGuiContext& g = *GImGui; - ImVec2 content_max; - if (size.x < 0.0f || size.y < 0.0f) - content_max = g.CurrentWindow->Pos + GetContentRegionMax(); - if (size.x <= 0.0f) - size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x; - if (size.y <= 0.0f) - size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y; - return size; -} - float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { if (wrap_pos_x < 0.0f) @@ -5785,13 +5772,13 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } +// Calculate default item width given value passed to PushItemWidth() float ImGui::CalcItemWidth() { ImGuiWindow* window = GetCurrentWindowRead(); float w = window->DC.ItemWidth; if (w < 0.0f) { - // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. float width_to_right_edge = GetContentRegionAvail().x; w = ImMax(1.0f, width_to_right_edge + w); } @@ -5799,6 +5786,22 @@ float ImGui::CalcItemWidth() return w; } +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImVec2 content_max; + if (size.x < 0.0f || size.y < 0.0f) + content_max = window->Pos + GetContentRegionMax(); + if (size.x <= 0.0f) + size.x = (size.x == 0.0f) ? default_w : ImMax(content_max.x - window->DC.CursorPos.x, 4.0f) + size.x; + if (size.y <= 0.0f) + size.y = (size.y == 0.0f) ? default_h : ImMax(content_max.y - window->DC.CursorPos.y, 4.0f) + size.y; + return size; +} + void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; diff --git a/imgui_internal.h b/imgui_internal.h index 7ed26cfde..843eaa44c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1438,7 +1438,7 @@ namespace ImGui IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2e93b8532..060c8a323 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5440,6 +5440,9 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBoxHeader() // - ListBoxFooter() //------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- // FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. // Helper to calculate the size of a listbox and display a label on the right. From f355a403675c75ec88d0c53322c41fe2d12fa0de Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 14:10:01 +0200 Subject: [PATCH 182/687] Added commentary about ContentRegion functions. Added internal GetContentRegionMaxScreen() to facilitate internal code at the moment. --- imgui.cpp | 26 ++++++++++++++++++-------- imgui.h | 17 ++++++++++------- imgui_internal.h | 1 + imgui_widgets.cpp | 2 +- 4 files changed, 30 insertions(+), 16 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d08f9d5ae..20ecf03c5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2978,9 +2978,9 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) if (wrap_pos_x < 0.0f) return 0.0f; - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMax().x + window->Pos.x; + wrap_pos_x = GetContentRegionMaxScreen().x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -5775,7 +5775,7 @@ void ImGui::PopItemWidth() // Calculate default item width given value passed to PushItemWidth() float ImGui::CalcItemWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; float w = window->DC.ItemWidth; if (w < 0.0f) { @@ -5791,10 +5791,10 @@ float ImGui::CalcItemWidth() // Note that only CalcItemWidth() is publicly exposed. ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 content_max; if (size.x < 0.0f || size.y < 0.0f) - content_max = window->Pos + GetContentRegionMax(); + content_max = GetContentRegionMaxScreen(); if (size.x <= 0.0f) size.x = (size.x == 0.0f) ? default_w : ImMax(content_max.x - window->DC.CursorPos.x, 4.0f) + size.x; if (size.y <= 0.0f) @@ -6367,17 +6367,27 @@ void ImGui::SetNextWindowBgAlpha(float alpha) // FIXME: This is in window space (not screen space!) ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; return mx; } +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxScreen() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + return mx; +} + ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GetCurrentWindowRead(); - return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxScreen() - window->DC.CursorPos; } float ImGui::GetContentRegionAvailWidth() diff --git a/imgui.h b/imgui.h index f11a3a502..f597e07bc 100644 --- a/imgui.h +++ b/imgui.h @@ -261,18 +261,12 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - 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(); // + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. @@ -290,6 +284,15 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + 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(); // + // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] diff --git a/imgui_internal.h b/imgui_internal.h index 843eaa44c..b399becd0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1444,6 +1444,7 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxScreen(); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 060c8a323..6812808ea 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5057,7 +5057,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxScreen().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding From a1cf7d636d5dca6005a7af0af12da8564e61f723 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 14:48:36 +0200 Subject: [PATCH 183/687] Internals: Rework CalcItemWidth / CalcItemSize but make their similarities and their differences more obvious. (#2449) --- imgui.cpp | 24 ++++++++++++++++-------- 1 file changed, 16 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 20ecf03c5..02d7ad9f7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5779,8 +5779,8 @@ float ImGui::CalcItemWidth() float w = window->DC.ItemWidth; if (w < 0.0f) { - float width_to_right_edge = GetContentRegionAvail().x; - w = ImMax(1.0f, width_to_right_edge + w); + float region_max_x = GetContentRegionMaxScreen().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = (float)(int)w; return w; @@ -5792,13 +5792,21 @@ float ImGui::CalcItemWidth() ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; - ImVec2 content_max; + + ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) - content_max = GetContentRegionMaxScreen(); - if (size.x <= 0.0f) - size.x = (size.x == 0.0f) ? default_w : ImMax(content_max.x - window->DC.CursorPos.x, 4.0f) + size.x; - if (size.y <= 0.0f) - size.y = (size.y == 0.0f) ? default_h : ImMax(content_max.y - window->DC.CursorPos.y, 4.0f) + size.y; + region_max = GetContentRegionMaxScreen(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x) + size.x; + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y) + size.y; + return size; } From 0e46d65b031ea796439d9df2c43215d51b625d44 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 15:35:20 +0200 Subject: [PATCH 184/687] Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.) with negative sizes if the 'width' argument was smaller than the available width at the time of item submission, --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 5 +++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c9401b3a4..511e381c9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,8 @@ Other Changes: - Window: Window close button is horizontally aligned with style.FramePadding.x. - Columns: Fixed boundary of clipping being off by 1 pixel within the left column. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item submission, - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. diff --git a/imgui.cpp b/imgui.cpp index 02d7ad9f7..2b4b7a830 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5789,6 +5789,7 @@ float ImGui::CalcItemWidth() // [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -5800,12 +5801,12 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x) + size.x; + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); if (size.y == 0.0f) size.y = default_h; else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y) + size.y; + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); return size; } From 8d53f834ee1a5ae965fa8562e44039db59aeb199 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 18:24:51 +0200 Subject: [PATCH 185/687] Demo: Documents: Fix misusage of ListBoxHeader(). --- imgui_demo.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 443c3c23d..6dd69bd30 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4402,11 +4402,13 @@ void ShowExampleAppDocuments(bool* p_open) { ImGui::Text("Save change to the following items?"); ImGui::PushItemWidth(-1.0f); - ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6); - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) - ImGui::Text("%s", close_queue[n]->Name); - ImGui::ListBoxFooter(); + if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::ListBoxFooter(); + } if (ImGui::Button("Yes", ImVec2(80, 0))) { From 5078fa208b2dcfa130fcbaa4260f958894ef16b5 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 18 Apr 2019 18:29:28 +0200 Subject: [PATCH 186/687] Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. --- docs/CHANGELOG.txt | 4 ++++ imgui.cpp | 49 ++++++++++++++++++++++++++++++------------- imgui.h | 3 ++- imgui_demo.cpp | 52 ++++++++++++++++++++++------------------------ imgui_internal.h | 5 ++++- imgui_widgets.cpp | 46 ++++++++++++++++++---------------------- 6 files changed, 90 insertions(+), 69 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 511e381c9..39f0da96a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,6 +46,10 @@ Other Changes: - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) - InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) +- Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. + Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), + generally referred to as the large framed+labeled items. + Because the new SetNextItemWidth() function is explicit - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/imgui.cpp b/imgui.cpp index 2b4b7a830..8f56ab6c5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2068,10 +2068,8 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) bool ImGuiTextFilter::Draw(const char* label, float width) { if (width != 0.0f) - ImGui::PushItemWidth(width); + ImGui::SetNextItemWidth(width); bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); - if (width != 0.0f) - ImGui::PopItemWidth(); if (value_changed) Build(); return value_changed; @@ -5744,6 +5742,12 @@ void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) } } +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.NextItemWidth = item_width; +} + void ImGui::PushItemWidth(float item_width) { ImGuiWindow* window = GetCurrentWindow(); @@ -5755,8 +5759,6 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiWindow* window = GetCurrentWindow(); const ImGuiStyle& style = GImGui->Style; - if (w_full <= 0.0f) - w_full = CalcItemWidth(); const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); @@ -5772,11 +5774,21 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } -// Calculate default item width given value passed to PushItemWidth() -float ImGui::CalcItemWidth() +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), +// Then consume the +float ImGui::GetNextItemWidth() { ImGuiWindow* window = GImGui->CurrentWindow; - float w = window->DC.ItemWidth; + float w; + if (window->DC.NextItemWidth != FLT_MAX) + { + w = window->DC.NextItemWidth; + window->DC.NextItemWidth = FLT_MAX; + } + else + { + w = window->DC.ItemWidth; + } if (w < 0.0f) { float region_max_x = GetContentRegionMaxScreen().x; @@ -5786,10 +5798,21 @@ float ImGui::CalcItemWidth() return w; } -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Calculate item width *without* popping/consuming NextItemWidth if it was set. +// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) +float ImGui::CalcItemWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + float backup_next_item_width = window->DC.NextItemWidth; + float w = GetNextItemWidth(); + window->DC.NextItemWidth = backup_next_item_width; + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == GetNextItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +// The 4.0f here may be changed to match GetNextItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -9147,11 +9170,10 @@ void ImGui::LogButtons() const bool log_to_tty = Button("Log To TTY"); SameLine(); const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushItemWidth(80.0f); PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); PopAllowKeyboardFocus(); - PopItemWidth(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log @@ -9739,9 +9761,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); - ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerClipRect\0" "ContentsRegionRect\0"); - ImGui::PopItemWidth(); ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); } diff --git a/imgui.h b/imgui.h index f597e07bc..53e172533 100644 --- a/imgui.h +++ b/imgui.h @@ -321,8 +321,9 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6dd69bd30..2233eab7c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -550,9 +550,8 @@ static void ShowDemoWindowWidgets() ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); //static int listbox_item_current2 = 2; - //ImGui::PushItemWidth(-1); + //ImGui::SetNextItemWidth(-1); //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); - //ImGui::PopItemWidth(); } ImGui::TreePop(); @@ -1052,7 +1051,8 @@ static void ShowDemoWindowWidgets() }; static int func_type = 0, display_count = 70; ImGui::Separator(); - ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth(); + ImGui::SetNextItemWidth(100); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; @@ -1667,9 +1667,8 @@ static void ShowDemoWindowLayout() static int line = 50; bool goto_line = ImGui::Button("Goto"); ImGui::SameLine(); - ImGui::PushItemWidth(100); + ImGui::SetNextItemWidth(100); goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); - ImGui::PopItemWidth(); // Child 1: no border, enable horizontal scrollbar { @@ -1740,35 +1739,36 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Widgets Width")) { + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. static float f = 0.0f; - ImGui::Text("PushItemWidth(100)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); ImGui::SameLine(); HelpMarker("Fixed width."); - ImGui::PushItemWidth(100); + ImGui::SetNextItemWidth(100); ImGui::DragFloat("float##1", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)"); ImGui::SameLine(); HelpMarker("Half of window width."); - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); + ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::DragFloat("float##2", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); ImGui::DragFloat("float##3", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(-100)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); - ImGui::PushItemWidth(-100); + ImGui::SetNextItemWidth(-100); ImGui::DragFloat("float##4", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(-1)"); + // Demonstrate using PushItemWidth to surround three items. Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5", &f); + ImGui::DragFloat("float##5a", &f); + ImGui::DragFloat("float##5b", &f); + ImGui::DragFloat("float##5c", &f); ImGui::PopItemWidth(); ImGui::TreePop(); @@ -2241,9 +2241,8 @@ static void ShowDemoWindowPopups() { if (ImGui::Selectable("Set to zero")) value = 0.0f; if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::PushItemWidth(-1); + ImGui::SetNextItemWidth(-1); ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::PopItemWidth(); ImGui::EndPopup(); } @@ -2968,7 +2967,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } ImGui::LogFinish(); } - ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth(); + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; @@ -3807,12 +3806,11 @@ static void ShowExampleAppPropertyEditor(bool* p_open) ImGui::AlignTextToFramePadding(); ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i); ImGui::NextColumn(); - ImGui::PushItemWidth(-1); + ImGui::SetNextItemWidth(-1); if (i >= 5) ImGui::InputFloat("##value", &dummy_members[i], 1.0f); else ImGui::DragFloat("##value", &dummy_members[i], 0.01f); - ImGui::PopItemWidth(); ImGui::NextColumn(); } ImGui::PopID(); @@ -3952,10 +3950,10 @@ static void ShowExampleAppConstrainedResize(bool* p_open) if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } - ImGui::PushItemWidth(200); + ImGui::SetNextItemWidth(200); ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); + ImGui::SetNextItemWidth(200); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); - ImGui::PopItemWidth(); ImGui::Checkbox("Auto-resize", &auto_resize); for (int i = 0; i < display_lines; i++) ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); @@ -4401,7 +4399,7 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::BeginPopupModal("Save?")) { ImGui::Text("Save change to the following items?"); - ImGui::PushItemWidth(-1.0f); + ImGui::SetNextItemWidth(-1.0f); if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) { for (int n = 0; n < close_queue.Size; n++) diff --git a/imgui_internal.h b/imgui_internal.h index b399becd0..9107cfeaf 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1146,6 +1146,7 @@ struct IMGUI_API ImGuiWindowTempData // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window + float NextItemWidth; float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVectorItemFlagsStack; ImVector ItemWidthStack; @@ -1181,6 +1182,7 @@ struct IMGUI_API ImGuiWindowTempData ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; + NextItemWidth = +FLT_MAX; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); @@ -1438,9 +1440,10 @@ namespace ImGui IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); + IMGUI_API float GetNextItemWidth(); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); - IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6812808ea..d1ecf3ba9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -325,7 +325,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float w = CalcItemWidth(); + const float w = GetNextItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); @@ -1089,7 +1089,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), g.FontSize + style.FramePadding.y*2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1353,7 +1353,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const float expected_w = GetNextItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -1978,7 +1979,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + const float w = GetNextItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); @@ -2052,7 +2053,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, GetNextItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -2099,7 +2100,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + PushMultiItemsWidths(2, GetNextItemWidth()); bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); PopItemWidth(); @@ -2144,7 +2145,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + PushMultiItemsWidths(2, GetNextItemWidth()); bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); PopItemWidth(); @@ -2422,7 +2423,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + const float w = GetNextItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); @@ -2501,7 +2502,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, GetNextItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -2790,10 +2791,9 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + SetNextItemWidth(ImMax(1.0f, GetNextItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); - PopItemWidth(); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -2839,7 +2839,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, GetNextItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -3289,7 +3289,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); @@ -4047,7 +4047,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = CalcItemWidth() - w_extra; + const float w_items_all = GetNextItemWidth() - w_extra; const char* label_display_end = FindRenderedTextEnd(label); BeginGroup(); @@ -4112,13 +4112,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag }; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; - PushItemWidth(w_item_one); for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); - if (n + 1 == components) - PushItemWidth(w_item_last); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); if (flags & ImGuiColorEditFlags_Float) { value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); @@ -4131,8 +4129,6 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); } - PopItemWidth(); - PopItemWidth(); } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { @@ -4142,7 +4138,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - PushItemWidth(w_items_all); + SetNextItemWidth(w_items_all); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -4157,7 +4153,6 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); - PopItemWidth(); } ImGuiWindow* picker_active_window = NULL; @@ -4190,9 +4185,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); - PopItemWidth(); EndPopup(); } } @@ -4360,7 +4354,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float sv_picker_size = ImMax(bars_width * 1, GetNextItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); @@ -5458,7 +5452,7 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -5575,7 +5569,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) - frame_size.x = CalcItemWidth(); + frame_size.x = GetNextItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); From 59f012d65603c5961b6eb3f6d2a003f0ba9d100e Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 19 Apr 2019 19:48:51 +0200 Subject: [PATCH 187/687] Internals: ImHashStr() default parameter. --- imgui.cpp | 16 ++++++++-------- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 2 +- 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 8f56ab6c5..5d705e4ec 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2535,7 +2535,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(&context->DrawListSharedData) { Name = ImStrdup(name); - ID = ImHashStr(name, 0); + ID = ImHashStr(name); IDStack.push_back(ID); Flags = ImGuiWindowFlags_None; Pos = ImVec2(0.0f, 0.0f); @@ -3629,7 +3629,7 @@ void ImGui::Initialize(ImGuiContext* context) // Add .ini handle for ImGuiWindow type ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window", 0); + ini_handler.TypeHash = ImHashStr("Window"); ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; @@ -4562,7 +4562,7 @@ ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) ImGuiWindow* ImGui::FindWindowByName(const char* name) { - ImGuiID id = ImHashStr(name, 0); + ImGuiID id = ImHashStr(name); return FindWindowByID(id); } @@ -8769,7 +8769,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) else { window = NULL; - source_id = ImHashStr("#SourceExtern", 0); + source_id = ImHashStr("#SourceExtern"); source_drag_active = true; } @@ -9210,7 +9210,7 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) g.SettingsWindows.push_back(ImGuiWindowSettings()); ImGuiWindowSettings* settings = &g.SettingsWindows.back(); settings->Name = ImStrdup(name); - settings->ID = ImHashStr(name, 0); + settings->ID = ImHashStr(name); return settings; } @@ -9225,7 +9225,7 @@ ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) { - if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0))) + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) return settings; return CreateNewWindowSettings(name); } @@ -9243,7 +9243,7 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; - const ImGuiID type_hash = ImHashStr(type_name, 0); + const ImGuiID type_hash = ImHashStr(type_name); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) return &g.SettingsHandlers[handler_n]; @@ -9347,7 +9347,7 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name, 0)); + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); if (!settings) settings = ImGui::CreateNewWindowSettings(name); return (void*)settings; diff --git a/imgui_internal.h b/imgui_internal.h index 9107cfeaf..b0a26a952 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -153,7 +153,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons // Helpers: Misc IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } @@ -630,7 +630,7 @@ struct ImGuiWindowSettings struct ImGuiSettingsHandler { const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0) + ImGuiID TypeHash; // == ImHashStr(TypeName) void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d1ecf3ba9..82d792d65 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6468,7 +6468,7 @@ static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) { if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) { - ImGuiID id = ImHashStr(label, 0); + ImGuiID id = ImHashStr(label); KeepAliveID(id); return id; } From f159eb35fb562f1c29732322f9ea0a9a2ab0cae4 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Apr 2019 10:42:39 +0200 Subject: [PATCH 188/687] Examples: SDL: Removed unused code. (#2484) --- examples/example_sdl_opengl2/main.cpp | 2 -- examples/example_sdl_opengl3/main.cpp | 2 -- examples/example_sdl_vulkan/main.cpp | 2 -- 3 files changed, 6 deletions(-) diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 029acefa4..aaaf3ee76 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -28,8 +28,6 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 246449afc..5b319a147 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -52,8 +52,6 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 812d09886..58a499495 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -326,8 +326,6 @@ int main(int, char**) } // Setup window - SDL_DisplayMode current; - SDL_GetCurrentDisplayMode(0, ¤t); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); From 16e9b8191b14d708b19263be26a1d975376b1ee4 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Apr 2019 11:16:17 +0200 Subject: [PATCH 189/687] Increased IMGUI_VERSION_NUM arbitrarily, help narrowing down reports that don't include a commit hash. Add comments. --- imgui.h | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/imgui.h b/imgui.h index 53e172533..376406404 100644 --- a/imgui.h +++ b/imgui.h @@ -47,7 +47,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.70 WIP" -#define IMGUI_VERSION_NUM 16990 +#define IMGUI_VERSION_NUM 16991 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) @@ -212,10 +212,10 @@ namespace ImGui // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. - IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! @@ -1921,7 +1921,8 @@ struct ImDrawList }; // All draw data to render an ImGui frame -// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. From 994a92d79d65e71d12204b4a056c85dc84d58a61 Mon Sep 17 00:00:00 2001 From: David Amador Date: Mon, 22 Apr 2019 13:34:34 +0100 Subject: [PATCH 190/687] Added support to use controllers via SDL_GameController. (#2509) Updated sdl examples to use SDL_INIT_GAMECONTROLLER flag --- examples/example_sdl_opengl2/main.cpp | 2 +- examples/example_sdl_opengl3/main.cpp | 2 +- examples/example_sdl_vulkan/main.cpp | 2 +- examples/imgui_impl_sdl.cpp | 46 +++++++++++++++++++++++++++ 4 files changed, 49 insertions(+), 3 deletions(-) diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index aaaf3ee76..05adfbb75 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -16,7 +16,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 5b319a147..493b47ee1 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -25,7 +25,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 58a499495..c9fa2671c 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -319,7 +319,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return 1; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 10f494930..f1d6a3ba3 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -266,6 +266,49 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() } } +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Update gamepad inputs +#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) == 1) ? 1.0f : 0.0f; } +#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + + int axes_count = 0, buttons_count = 0; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if(game_controller !=NULL) + { + const int thumb_dead_zone = 8000; + + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); +#undef MAP_BUTTON +#undef MAP_ANALOG + } + + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +} + void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); @@ -288,4 +331,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); + + // Gamepad navigation mapping + ImGui_ImplSDL2_UpdateGamepads(); } From 6789ea3482d6d5f1a1dc353758f7c512f6337b78 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 23 Apr 2019 12:26:14 +0200 Subject: [PATCH 191/687] Examples: SDL: Gamepad support minor amend. Fixes ImGuiBackendFlags_HasGamepad not being set. Enable in Emscripten demo. Tweaks. (#2509, #2484). --- docs/CHANGELOG.txt | 3 +- examples/example_emscripten/main.cpp | 3 +- examples/example_sdl_opengl2/main.cpp | 3 +- examples/example_sdl_opengl3/main.cpp | 3 +- examples/example_sdl_vulkan/main.cpp | 3 +- examples/imgui_impl_glfw.cpp | 2 +- examples/imgui_impl_sdl.cpp | 67 +++++++++++++-------------- examples/imgui_impl_sdl.h | 2 +- examples/imgui_impl_win32.cpp | 2 +- 9 files changed, 46 insertions(+), 42 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 39f0da96a..f982ff087 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -70,6 +70,7 @@ Other Changes: - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. - Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] @@ -217,7 +218,7 @@ Other Changes: - Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] - Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] -- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). +- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled). - Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) - Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) - Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp index fc7017d54..574e6e249 100644 --- a/examples/example_emscripten/main.cpp +++ b/examples/example_emscripten/main.cpp @@ -25,7 +25,7 @@ void main_loop(void*); int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; @@ -62,6 +62,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 05adfbb75..ddefd096e 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -16,7 +16,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; @@ -38,6 +38,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 493b47ee1..08f1bb00f 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -25,7 +25,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; @@ -78,6 +78,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index c9fa2671c..2d49dda44 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -319,7 +319,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return 1; @@ -356,6 +356,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 0ed40cdec..0ed9f7d21 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -325,6 +325,6 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseCursor(); - // Gamepad navigation mapping + // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index f1d6a3ba3..a9ff5cd80 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -7,9 +7,9 @@ // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. -// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. @@ -272,41 +273,39 @@ static void ImGui_ImplSDL2_UpdateGamepads() memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; - - // Update gamepad inputs -#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) == 1) ? 1.0f : 0.0f; } -#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - - int axes_count = 0, buttons_count = 0; + + // Get gamepad SDL_GameController* game_controller = SDL_GameControllerOpen(0); - if(game_controller !=NULL) + if (!game_controller) { - const int thumb_dead_zone = 8000; - - MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); -#undef MAP_BUTTON -#undef MAP_ANALOG - } - - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + #undef MAP_BUTTON + #undef MAP_ANALOG } void ImGui_ImplSDL2_NewFrame(SDL_Window* window) @@ -332,6 +331,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); - // Gamepad navigation mapping + // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index ec8190cca..39cc98e52 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -6,9 +6,9 @@ // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. -// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 524923c32..59cf88cec 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -230,7 +230,7 @@ void ImGui_ImplWin32_NewFrame() ImGui_ImplWin32_UpdateMouseCursor(); } - // Update game controllers (if available) + // Update game controllers (if enabled and available) ImGui_ImplWin32_UpdateGamepads(); } From 6db0766564600bfb94c2cf0bb0b676c2929a92fc Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 24 Apr 2019 17:04:20 +0200 Subject: [PATCH 192/687] Misc comments, internal renaming, added disable indentation option to Columns demo section. --- docs/TODO.txt | 1 + imgui.cpp | 7 ++++--- imgui.h | 2 +- imgui_demo.cpp | 15 ++++++++++++++- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 6 +++--- 6 files changed, 25 insertions(+), 10 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 279342ca7..57845d364 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -207,6 +207,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: leaf/non-leaf highlight mismatch. + - tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) diff --git a/imgui.cpp b/imgui.cpp index 5d705e4ec..7a169bf8d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -393,8 +393,9 @@ CODE - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. @@ -5444,7 +5445,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeDepthMayJumpToParentOnPop = 0x00; + window->DC.TreeStoreMayJumpToParentOnPop = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -6396,7 +6397,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha) g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } -// FIXME: This is in window space (not screen space!) +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. ImVec2 ImGui::GetContentRegionMax() { ImGuiWindow* window = GImGui->CurrentWindow; diff --git a/imgui.h b/imgui.h index 376406404..d10df2f06 100644 --- a/imgui.h +++ b/imgui.h @@ -782,7 +782,7 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed + //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 2233eab7c..695fd869e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2367,6 +2367,13 @@ static void ShowDemoWindowColumns() ImGui::PushID("Columns"); + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + // Basic columns if (ImGui::TreeNode("Basic")) { @@ -2472,7 +2479,10 @@ static void ShowDemoWindowColumns() if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset()); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); ImGui::NextColumn(); } ImGui::Columns(1); @@ -2540,6 +2550,9 @@ static void ShowDemoWindowColumns() ImGui::Separator(); ImGui::TreePop(); } + + if (disable_indent) + ImGui::PopStyleVar(); ImGui::PopID(); } diff --git a/imgui_internal.h b/imgui_internal.h index b0a26a952..4d8faa056 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1123,7 +1123,7 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float PrevLineTextBaseOffset; int TreeDepth; - ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 + ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; // Interaction rect @@ -1165,7 +1165,7 @@ struct IMGUI_API ImGuiWindowTempData CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; - TreeDepthMayJumpToParentOnPop = 0x00; + TreeStoreMayJumpToParentOnPop = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 82d792d65..42afb20e5 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5073,7 +5073,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5223,12 +5223,12 @@ void ImGui::TreePop() window->DC.TreeDepth--; if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); From 16b18b265ee5c9bdcc8ce7ce56a296fe76d6d602 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 11:34:07 +0200 Subject: [PATCH 193/687] MenuItem, BeginMenu: Fix undesirable tall frames in horizontal layout context, which would be visible when trying to use rounded selectable/menus. PushStyleVar: Added comments in the assert message. Minor tweaks. --- imgui.cpp | 4 ++-- imgui_widgets.cpp | 13 +++++++------ 2 files changed, 9 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7a169bf8d..888d3f494 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6006,7 +6006,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -6020,7 +6020,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); } void ImGui::PopStyleVar(int count) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 42afb20e5..708bf0c31 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5405,7 +5405,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl bb.Max.x -= (GetContentRegionMax().x - max_x); } - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); @@ -5877,10 +5877,11 @@ void ImGui::EndMenuBar() { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) - IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); - g.NavLayer = ImGuiNavLayer_Menu; + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); @@ -5930,7 +5931,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); @@ -6074,7 +6075,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). From 4dc4ace8644923151364fc659f0aba751667ed5e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 11:46:55 +0200 Subject: [PATCH 194/687] Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries by a few pixels (this is used to facilitate resizing from borders when available for a given window). One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu. + Changelog fixed unfinished sentence and tweaks, --- docs/CHANGELOG.txt | 21 +++++++++++++-------- imgui.cpp | 2 +- 2 files changed, 14 insertions(+), 9 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f982ff087..97871ceb6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,31 +46,36 @@ Other Changes: - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) - InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) -- Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. +- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), - generally referred to as the large framed+labeled items. - Because the new SetNextItemWidth() function is explicit + generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() + function is explicit we may later extend its effect to more items. +- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item + submission. +- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries + by a few pixels (this is used to facilitate resizing from borders when available for a given window). + One of the noticeable minor side effect was that navigating menus would have had a tendency to disable + highlight from parent menu items earlier than necessary while approaching the child menu. +- Window: Close button is horizontally aligned with style.FramePadding.x. - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) -- Window: Window close button is horizontally aligned with style.FramePadding.x. - Columns: Fixed boundary of clipping being off by 1 pixel within the left column. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). -- Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.) - with negative sizes if the 'width' argument was smaller than the available width at the time of item submission, - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) -- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. - Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] -- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] - Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) - Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) - Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] diff --git a/imgui.cpp b/imgui.cpp index 888d3f494..c253a1c63 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4067,7 +4067,7 @@ static void FindHoveredWindow() // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize)) + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize_from_edges); From 1ca6e5b59faa72ed487e5fe17d2923c15955b8b8 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 12:01:01 +0200 Subject: [PATCH 195/687] Examples: Glut: Added note about missing cursor support. (#2375, #2465) --- examples/imgui_impl_glut.cpp | 1 + examples/imgui_impl_glut.h | 1 + 2 files changed, 2 insertions(+) diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index d8bd7498b..546a7b85d 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -6,6 +6,7 @@ // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h index 8fde9bab8..89be99935 100644 --- a/examples/imgui_impl_glut.h +++ b/examples/imgui_impl_glut.h @@ -6,6 +6,7 @@ // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. From 59a3f0476d0a4e6d5c294c5f2389d187c76b2c7c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 15:21:22 +0200 Subject: [PATCH 196/687] Internals: Using more explicit PushOverrideID() helper + renamed equivalent internal tree helper. --- imgui.cpp | 7 +++++++ imgui_internal.h | 3 ++- imgui_widgets.cpp | 18 ++++++++++-------- 3 files changed, 19 insertions(+), 9 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c253a1c63..6eeed76b8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6682,6 +6682,13 @@ void ImGui::PushID(int int_id) window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); } +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); +} + void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; diff --git a/imgui_internal.h b/imgui_internal.h index 4d8faa056..7aeaf6797 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1431,6 +1431,7 @@ namespace ImGui IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); @@ -1546,7 +1547,7 @@ namespace ImGui IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging - IMGUI_API void TreePushRawID(ImGuiID id); + IMGUI_API void TreePushOverrideID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 708bf0c31..950c8cf92 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5082,7 +5082,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5186,7 +5186,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5207,7 +5207,7 @@ void ImGui::TreePush(const void* ptr_id) PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); } -void ImGui::TreePushRawID(ImGuiID id) +void ImGui::TreePushOverrideID(ImGuiID id) { ImGuiWindow* window = GetCurrentWindow(); Indent(); @@ -6211,7 +6211,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return false; if ((flags & ImGuiTabBarFlags_DockNode) == 0) - window->IDStack.push_back(tab_bar->ID); + PushOverrideID(tab_bar->ID); // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); @@ -6663,7 +6663,8 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; @@ -6676,7 +6677,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - g.CurrentWindow->IDStack.push_back(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) } return ret; } @@ -6684,7 +6685,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f void ImGui::EndTabItem() { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return; ImGuiTabBar* tab_bar = g.CurrentTabBar; @@ -6696,7 +6698,7 @@ void ImGui::EndTabItem() IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - g.CurrentWindow->IDStack.pop_back(); + window->IDStack.pop_back(); } bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) From 0ca1675ff9d079fb67a377399ceea6643b4667c8 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 15:46:10 +0200 Subject: [PATCH 197/687] Internals: TempInputText: Rename InputScalarAsWidgetReplacement() -> TempInputTextScalar(), ScalarAsInputTextId -> TempInputTextId, small tidying up in affected functions. --- docs/TODO.txt | 2 +- imgui.cpp | 4 ++-- imgui_internal.h | 7 ++++--- imgui_widgets.cpp | 40 +++++++++++++++++++++------------------- 4 files changed, 28 insertions(+), 25 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 57845d364..9e64b1630 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -143,7 +143,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image button: not taking an explicit id can be problematic. (#2464, #1390) - - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see InputScalarAsWidgetReplacement) + - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. diff --git a/imgui.cpp b/imgui.cpp index 6eeed76b8..2dbc42070 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3515,8 +3515,8 @@ void ImGui::NewFrame() g.ActiveIdIsAlive = 0; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; diff --git a/imgui_internal.h b/imgui_internal.h index 7aeaf6797..0cf8f03b3 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -938,7 +938,7 @@ struct ImGuiContext // Widget state ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; @@ -1075,7 +1075,7 @@ struct ImGuiContext CurrentTabBar = NULL; - ScalarAsInputTextId = 0; + TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; @@ -1559,7 +1559,8 @@ namespace ImGui // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 950c8cf92..46eaf7f34 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2000,9 +2000,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box - bool start_text_input = false; + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; const bool focus_requested = FocusableItemRegister(window, id); - if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && !temp_input_is_active)) { SetActiveID(id, window); SetFocusID(id, window); @@ -2010,15 +2011,15 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + temp_input_start = true; + g.TempInputTextId = 0; } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + if (temp_input_is_active || temp_input_start) { window->DC.CursorPos = frame_bb.Min; FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); } // Actual drag behavior @@ -2442,10 +2443,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box - bool start_text_input = false; + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; const bool focus_requested = FocusableItemRegister(window, id); const bool hovered = ItemHoverable(frame_bb, id); - if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && !temp_input_is_active)) { SetActiveID(id, window); SetFocusID(id, window); @@ -2453,15 +2455,15 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + temp_input_start = true; + g.TempInputTextId = 0; } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + if (temp_input_is_active || temp_input_start) { window->DC.CursorPos = frame_bb.Min; FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); } // Draw frame @@ -2648,7 +2650,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] // - ImParseFormatPrecision() [Internal] -// - InputScalarAsWidgetReplacement() [Internal] +// - TempInputTextScalar() [Internal] // - InputScalar() // - InputScalarN() // - InputFloat() @@ -2734,16 +2736,16 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets) +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) { IM_UNUSED(id); ImGuiContext& g = *GImGui; - // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id. + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. - if (g.ScalarAsInputTextId == 0) + if (g.TempInputTextId == 0) ClearActiveID(); char fmt_buf[32]; @@ -2753,11 +2755,11 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.ScalarAsInputTextId == 0) + if (g.TempInputTextId == 0) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); - g.ScalarAsInputTextId = g.ActiveId; + g.TempInputTextId = g.ActiveId; } if (value_changed) return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); From dd15b44230c7b9cad7609cedf3884aec579860dc Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 16:04:45 +0200 Subject: [PATCH 198/687] Internals: TempInputText: Tidying up DragScalar / SliderScalar / TempInputTextScalar. --- imgui_widgets.cpp | 73 +++++++++++++++++++++++------------------------ 1 file changed, 36 insertions(+), 37 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 46eaf7f34..9b2125455 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1989,8 +1989,6 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa if (!ItemAdd(total_bb, id, &frame_bb)) return false; - const bool hovered = ItemHoverable(frame_bb, id); - // Default format string when passing NULL // Patch old "%.0f" format string to use "%d", read function comments for more details. IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); @@ -2000,38 +1998,38 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = TempInputTextIsActive(id); bool temp_input_start = false; - const bool focus_requested = FocusableItemRegister(window, id); - if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && !temp_input_is_active)) + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || g.NavInputId == id) { - temp_input_start = true; - g.TempInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } if (temp_input_is_active || temp_input_start) - { - window->DC.CursorPos = frame_bb.Min; - FocusableItemUnregister(window); return TempInputTextScalar(frame_bb, id, label, data_type, v, format); - } - - // Actual drag behavior - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); - if (value_changed) - MarkItemEdited(id); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); @@ -2443,28 +2441,27 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = TempInputTextIsActive(id); bool temp_input_start = false; - const bool focus_requested = FocusableItemRegister(window, id); - const bool hovered = ItemHoverable(frame_bb, id); - if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && !temp_input_is_active)) + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) { - temp_input_start = true; - g.TempInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } if (temp_input_is_active || temp_input_start) - { - window->DC.CursorPos = frame_bb.Min; - FocusableItemUnregister(window); return TempInputTextScalar(frame_bb, id, label, data_type, v, format); - } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2740,12 +2737,12 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // FIXME: Facilitate using this in variety of other situations. bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) { - IM_UNUSED(id); ImGuiContext& g = *GImGui; // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. - if (g.TempInputTextId == 0) + const bool init = (g.TempInputTextId != id); + if (init) ClearActiveID(); char fmt_buf[32]; @@ -2753,9 +2750,11 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); ImStrTrimBlanks(data_buf); + + g.CurrentWindow->DC.CursorPos = bb.Min; ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.TempInputTextId == 0) + if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); From 56c3aaf6bd06bbde95138b9dad61e1fa33ccfde8 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 25 Apr 2019 16:17:48 +0200 Subject: [PATCH 199/687] Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 11 +++++++---- 2 files changed, 8 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 97871ceb6..dbe87c97e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -64,6 +64,7 @@ Other Changes: - PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) - Columns: Fixed boundary of clipping being off by 1 pixel within the left column. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 9b2125455..bebbf3d84 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2004,13 +2004,15 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa if (!temp_input_is_active) { const bool focus_requested = FocusableItemRegister(window, id); - if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || g.NavInputId == id) + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); + if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) { temp_input_start = true; FocusableItemUnregister(window); @@ -2447,13 +2449,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co if (!temp_input_is_active) { const bool focus_requested = FocusableItemRegister(window, id); - if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) { temp_input_start = true; FocusableItemUnregister(window); From c5d83d8af205618d950527625838377a9853b3b8 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 26 Apr 2019 22:25:30 +0200 Subject: [PATCH 200/687] Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. --- docs/CHANGELOG.txt | 3 ++- imgui_widgets.cpp | 6 +++--- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dbe87c97e..c51fcc0e3 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -62,7 +62,8 @@ Other Changes: - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] - PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) -- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125) +- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). - Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bebbf3d84..82bef8fb6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1203,7 +1203,7 @@ void ImGui::Separator() return; ImGuiContext& g = *GImGui; - // Those flags should eventually be overridable by the user + // Those flags should eventually be overrideable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected if (flags & ImGuiSeparatorFlags_Vertical) @@ -1222,7 +1222,7 @@ void ImGui::Separator() x1 += window->DC.Indent.x; const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout. + ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit if (!ItemAdd(bb, 0)) { if (window->DC.CurrentColumns) @@ -1252,7 +1252,7 @@ void ImGui::VerticalSeparator() float y1 = window->DC.CursorPos.y; float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(bb.GetWidth(), 0.0f)); + ItemSize(ImVec2(1.0f, 0.0f)); if (!ItemAdd(bb, 0)) return; From 5d799d76ea78a2f3fcd87cd66bf76fd8ade61a7a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 26 Apr 2019 21:55:09 +0200 Subject: [PATCH 201/687] Internals: Nav scrolling uses InnerMainRect instead of InnerClipRect. --- imgui.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 2dbc42070..7c85e4e1c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8101,14 +8101,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y - window->InnerMainRect.GetHeight()); else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y + window->InnerMainRect.GetHeight()); } else { const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerMainRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { From 61d92580aa772cbe5b64211c738ce1fdf34672e6 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 26 Apr 2019 23:17:24 +0200 Subject: [PATCH 202/687] Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 16 ++++++++-------- 2 files changed, 9 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c51fcc0e3..c33d9204e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,6 +58,7 @@ Other Changes: One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu. - Window: Close button is horizontally aligned with style.FramePadding.x. +- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/imgui.cpp b/imgui.cpp index 7c85e4e1c..7516081d5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5414,8 +5414,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + window->WindowBorderSize)); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + window->WindowBorderSize)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) @@ -5517,10 +5517,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); - // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? @@ -5530,13 +5526,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(); */ + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(window->ClipRect); + // Inner rectangle // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; + window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); // Inner clipping rectangle From 00b3c830db849551a26dbaccf0cfc8bb2e7fa2b9 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 26 Apr 2019 23:21:30 +0200 Subject: [PATCH 203/687] Internals: Begin: Moved OuterRectClipped/InnerMainRect/InnerClipRect computation higher up in the function, next to ContentsRect/WorkRect code. Removed commented out debug drawing code which is now available in Metrics window. --- imgui.cpp | 38 ++++++++++++++++++-------------------- 1 file changed, 18 insertions(+), 20 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7516081d5..4f79cec82 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5417,6 +5417,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + window->WindowBorderSize)); window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + window->WindowBorderSize)); + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(window->ClipRect); + + // Inner rectangle + // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + + // Inner clipping rectangle + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; @@ -5526,26 +5544,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(); */ - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); - - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); - //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); - - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); - // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. window->DC.LastItemId = window->MoveId; From 3d363c91fd32667f9645d0fa84399da7db6b95e4 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 14:49:15 +0200 Subject: [PATCH 204/687] Internals: Exposed ImGuiDataTypeInfo, DataTypeGetInfo(), DataTypeFormatString(). Comments. --- imgui_internal.h | 14 +++++++++++++- imgui_widgets.cpp | 47 ++++++++++++++++++++--------------------------- 2 files changed, 33 insertions(+), 28 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 0cf8f03b3..28a98dc25 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -65,6 +65,7 @@ struct ImGuiColorMod; // Stacked color modifier, backup of modifie struct ImGuiColumnData; // Storage data for a single column struct ImGuiColumns; // Storage data for a columns set struct ImGuiContext; // Main imgui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data @@ -501,7 +502,6 @@ struct ImVec1 ImVec1(float _x) { x = _x; } }; - // 2D axis aligned bounding-box // NB: we can't rely on ImVec2 math operators being available here struct IMGUI_API ImRect @@ -538,6 +538,14 @@ struct IMGUI_API ImRect bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -1557,6 +1565,10 @@ namespace ImGui template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 82bef8fb6..0b3d24006 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -105,7 +105,6 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // Data Type helpers -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); @@ -1539,6 +1538,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() @@ -1546,13 +1546,6 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- -struct ImGuiDataTypeInfo -{ - size_t Size; - const char* PrintFmt; // Unused - const char* ScanFmt; -}; - static const ImGuiDataTypeInfo GDataTypeInfo[] = { { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 @@ -1597,7 +1590,13 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) return fmt; } -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) @@ -1696,11 +1695,12 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. IM_ASSERT(data_type < ImGuiDataType_COUNT); int data_backup[2]; - IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size); + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, type_info->Size); if (format == NULL) - format = GDataTypeInfo[data_type].ScanFmt; + format = type_info->ScanFmt; // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. int arg1i = 0; @@ -1769,7 +1769,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b IM_ASSERT(0); } - return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; + return memcmp(data_backup, data_ptr, type_info->Size) != 0; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -1990,11 +1990,9 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box @@ -2435,11 +2433,9 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box @@ -2591,11 +2587,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); @@ -2777,9 +2771,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; + format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); From 4e81b2d09388ed9769eb3c5125095d0fd5a5d52c Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 17:05:23 +0200 Subject: [PATCH 205/687] Internals: Renaming. Renamed ImGuiPopupRef to ImGuiPopupData for consistency and added constructor. --- imgui.cpp | 17 +++++++++-------- imgui_internal.h | 12 +++++++----- imgui_widgets.cpp | 2 +- 3 files changed, 17 insertions(+), 14 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4f79cec82..bc1a5025b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1068,6 +1068,7 @@ static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); // Misc static void UpdateMouseInputs(); @@ -3602,7 +3603,7 @@ void ImGui::NewFrame() // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusPreviousWindowIgnoringOne(NULL); + FocusTopMostWindowIgnoringOne(NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. @@ -5002,7 +5003,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } @@ -5035,7 +5036,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) CheckStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; @@ -5724,7 +5725,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToDisplayFront(window); } -void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) @@ -6944,7 +6945,7 @@ void ImGui::OpenPopupEx(ImGuiID id) ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; int current_stack_size = g.BeginPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; popup_ref.ParentWindow = parent_window; @@ -7008,7 +7009,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) { - ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep]; + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); @@ -8129,7 +8130,7 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) return 0.0f; } -static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) @@ -8154,7 +8155,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; - const int i_current = FindWindowFocusIndex(g.NavWindowingTarget); + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); diff --git a/imgui_internal.h b/imgui_internal.h index 28a98dc25..f76beb1ef 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -72,7 +72,7 @@ struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() intern struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNexWindow** functions -struct ImGuiPopupRef; // Storage for current popup stack +struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar @@ -648,7 +648,7 @@ struct ImGuiSettingsHandler }; // Storage for current popup stack -struct ImGuiPopupRef +struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() @@ -657,6 +657,8 @@ struct ImGuiPopupRef ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = ParentWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; struct ImGuiColumnData @@ -856,8 +858,8 @@ struct ImGuiContext ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions ImGuiCond NextTreeNodeOpenCond; @@ -1390,7 +1392,7 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window); + IMGUI_API void FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0b3d24006..5cb1975cc 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5824,7 +5824,7 @@ void ImGui::EndMainMenuBar() // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusPreviousWindowIgnoringOne(g.NavWindow); + FocusTopMostWindowIgnoringOne(g.NavWindow); End(); } From 09db2f6dec01c57e88d45a329550c1dc024ecbb4 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 18:50:51 +0200 Subject: [PATCH 206/687] Fix 61d9258 when there is not scrollbar "Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active." --- imgui.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bc1a5025b..61d5a2cfd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5413,10 +5413,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update various regions. Variables they depends on are set above in this function. // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + window->WindowBorderSize)); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + window->WindowBorderSize)); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() window->OuterRectClipped = window->Rect(); From 3276b127657ae6f4d813ba38a4366a006d1a73f2 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 20:55:51 +0200 Subject: [PATCH 207/687] Internals: Added DataTypeApplyOp, DataTypeApplyOpFromText to imgui_internal.h --- imgui_internal.h | 2 ++ imgui_widgets.cpp | 8 ++------ 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index f76beb1ef..075d18aac 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1570,6 +1570,8 @@ namespace ImGui // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5cb1975cc..c707e0ee6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -104,10 +104,6 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); // [SECTION] Forward Declarations //------------------------------------------------------------------------- -// Data Type helpers -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); - // For InputTextEx() static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); @@ -1619,7 +1615,7 @@ int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type return 0; } -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) @@ -1671,7 +1667,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) { while (ImCharIsBlankA(*buf)) buf++; From bda2cde68eed30c5c1992709c909ad220d226ba4 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 21:52:12 +0200 Subject: [PATCH 208/687] Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again. --- docs/CHANGELOG.txt | 4 ++++ docs/TODO.txt | 1 + imgui.cpp | 44 +++++++++++++++++++++++++++----------------- imgui_internal.h | 6 +++--- imgui_widgets.cpp | 5 +++-- 5 files changed, 38 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c33d9204e..e6d387b77 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -59,6 +59,10 @@ Other Changes: highlight from parent menu items earlier than necessary while approaching the child menu. - Window: Close button is horizontally aligned with style.FramePadding.x. - Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, + instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) + Among other things, this allows opening a popup while no window are focused, and pressing Escape to + clear the focus again. - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/docs/TODO.txt b/docs/TODO.txt index 9e64b1630..f900e7e13 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -291,6 +291,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav/menus: allow pressing Menu to leave a sub-menu. - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? + - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? - nav: simulate right-click or context activation? (SHIFT+F10) - nav: tabs should go through most/all widgets (in submission order?). - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. diff --git a/imgui.cpp b/imgui.cpp index 61d5a2cfd..e465fdf10 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3603,7 +3603,7 @@ void ImGui::NewFrame() // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusTopMostWindowIgnoringOne(NULL); + FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. @@ -5726,10 +5726,18 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToDisplayFront(window); } -void ImGui::FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; @@ -5741,6 +5749,7 @@ void ImGui::FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window) return; } } + FocusWindow(NULL); } void ImGui::SetNextItemWidth(float item_width) @@ -6949,7 +6958,7 @@ void ImGui::OpenPopupEx(ImGuiID id) ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.ParentWindow = parent_window; + popup_ref.SourceWindow = g.NavWindow; popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); @@ -7035,24 +7044,25 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) { - IM_ASSERT(remaining >= 0); ImGuiContext& g = *GImGui; - ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); - // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely. - // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing. - // The current code will set focus to the parent of the popup window which is incorrect. - // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window, - // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again. - // However if the clicked window has the _NoMove flag set we would be left with B focused. - // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway, - // but we should inspect and fix this properly. if (apply_focus_to_window_under) { - if (g.NavLayer == 0) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } } } diff --git a/imgui_internal.h b/imgui_internal.h index 075d18aac..415dfaea5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -652,13 +652,13 @@ struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* ParentWindow; // Set on OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { PopupId = 0; Window = ParentWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; struct ImGuiColumnData @@ -1392,7 +1392,7 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c707e0ee6..f3e9ecd02 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5818,9 +5818,10 @@ void ImGui::EndMainMenuBar() EndMenuBar(); // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusTopMostWindowIgnoringOne(g.NavWindow); + FocusTopMostWindowUnderOne(g.NavWindow, NULL); End(); } @@ -5951,7 +5952,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) + if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) { if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window) { From 842a720e72ff959ec393ae420819b8c05af679a1 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 22:21:23 +0200 Subject: [PATCH 209/687] Popups: Closes popup at the time of FocusWindow(). Fixes right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67's ae76a1fd). --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 37 +++++++++++++++++++++---------------- imgui_demo.cpp | 7 +++++++ imgui_internal.h | 4 ++-- 4 files changed, 32 insertions(+), 18 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e6d387b77..a753438e7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -63,6 +63,8 @@ Other Changes: instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again. +- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level + (regression in 1.67). - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/imgui.cpp b/imgui.cpp index e465fdf10..d58ba7798 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2880,7 +2880,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; - // Test if interactions on this window are blocked by an active popup or modal + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. if (!IsWindowContentHoverable(window, flags)) return false; @@ -3213,8 +3214,9 @@ void ImGui::UpdateMouseMovingWindowEndFrame() } } - // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { // Find the top-most window between HoveredWindow and the front most Modal Window. @@ -3231,7 +3233,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (window == g.HoveredWindow) hovered_window_above_modal = true; } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -3609,7 +3611,7 @@ void ImGui::NewFrame() // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow); + ClosePopupsOverWindow(g.NavWindow, false); // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -5707,6 +5709,9 @@ void ImGui::FocusWindow(ImGuiWindow* window) //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } + // Close popups if any + ClosePopupsOverWindow(window, false); + // Passing NULL allow to disable keyboard focus if (!window) return; @@ -7005,7 +7010,7 @@ bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) return false; } -void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.empty()) @@ -7026,23 +7031,23 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) - bool popup_or_descendent_has_focus = false; - for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++) + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow) - popup_or_descendent_has_focus = true; - if (!popup_or_descendent_has_focus) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) break; } } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); - ClosePopupToLevel(popup_count_to_keep, false); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } -void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); @@ -7050,7 +7055,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); - if (apply_focus_to_window_under) + if (restore_focus_to_window_under_popup) { if (focus_window && !focus_window->WasActive && popup_window) { @@ -8278,11 +8283,11 @@ static void ImGui::NavUpdateWindowing() // Apply final focus if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { + ClearActiveID(); g.NavDisableHighlight = false; g.NavDisableMouseHover = true; apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window); - ClearActiveID(); + ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 695fd869e..a57cfac42 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2209,6 +2209,13 @@ static void ShowDemoWindowPopups() if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } ImGui::EndMenu(); } ImGui::EndPopup(); diff --git a/imgui_internal.h b/imgui_internal.h index 415dfaea5..23b95257f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1466,8 +1466,8 @@ namespace ImGui // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); - IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under); - IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); From 4dec7447958402b3353a02bbbb7cc4d186b61bae Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 28 Apr 2019 23:49:57 +0200 Subject: [PATCH 210/687] Tidying up BeginMenu() code + comments. --- imgui.cpp | 5 +++-- imgui_widgets.cpp | 47 ++++++++++++++++++++++++++--------------------- 2 files changed, 29 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d58ba7798..5a584c900 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7034,8 +7034,9 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) bool popup_or_descendent_is_ref_window = false; for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) - if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow) - popup_or_descendent_is_ref_window = true; + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; if (!popup_or_descendent_is_ref_window) break; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f3e9ecd02..874b038ae 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5947,31 +5947,36 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menuset_is_open) g.NavWindow = backed_nav_window; - bool want_open = false, want_close = false; + bool want_open = false; + bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) - { - if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window) - { - // FIXME-DPI: Values should be derived from a master "scale" factor. - ImRect next_window_rect = next_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); - moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug - } - } + bool moving_toward_other_child_menu = false; - want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); - want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; if (g.NavActivateId == id) { From 4c0f34fd5da00056d003fc0cbd97e7219605caac Mon Sep 17 00:00:00 2001 From: Richard Mitton Date: Sat, 27 Apr 2019 15:38:25 -0700 Subject: [PATCH 211/687] Improved algorithm for mitre joints on thick lines --- imgui_demo.cpp | 2 ++ imgui_draw.cpp | 7 ++++--- 2 files changed, 6 insertions(+), 3 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a57cfac42..05311c525 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4095,6 +4095,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing; draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing; draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing; + draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32, th); x += sz + spacing; draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line @@ -4108,6 +4109,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing; 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->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32); x += sz + spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 290fadb8a..959036606 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -664,6 +664,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // Those macros expects l-values. #define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } #define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. @@ -725,7 +726,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f) + IM_FIXNORMAL2F(dm_x, dm_y) dm_x *= AA_SIZE; dm_y *= AA_SIZE; @@ -780,7 +781,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); float dm_in_x = dm_x * half_inner_thickness; @@ -900,7 +901,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun const ImVec2& n1 = temp_normals[i1]; float dm_x = (n0.x + n1.x) * 0.5f; float dm_y = (n0.y + n1.y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE * 0.5f; dm_y *= AA_SIZE * 0.5f; From 0f2852806c7176a7017d3bbcdc711363651c696b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 29 Apr 2019 12:44:17 +0200 Subject: [PATCH 212/687] Amend 48a09a7 with changelog, breaking changes, tweak demo code for spacing. (#2518) --- docs/CHANGELOG.txt | 4 ++++ imgui.cpp | 1 + imgui_demo.cpp | 60 ++++++++++++++++++++++++---------------------- imgui_draw.cpp | 5 ++-- 4 files changed, 39 insertions(+), 31 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a753438e7..bc326affc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,8 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: +- ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518) + If you have custom rendering using thick lines, they will appear thicker now. - Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] @@ -73,6 +75,8 @@ Other Changes: - Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). - Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees + angles, also faster to output. (#2518) [@rmitton] - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. diff --git a/imgui.cpp b/imgui.cpp index 5a584c900..61f410a7c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now. - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 05311c525..33f33af88 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4077,44 +4077,48 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabItem("Primitives")) { static float sz = 36.0f; - static float thickness = 4.0f; - static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + static float thickness = 3.0f; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::ColorEdit4("Color", &col.x); + ImGui::ColorEdit4("Color", &colf.x); const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; + const ImU32 col = ImColor(colf); + float x = p.x + 4.0f, y = p.y + 4.0f; + float spacing = 10.0f; + ImDrawCornerFlags corners_none = 0; + ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; for (int n = 0; n < 2; n++) { - // First line uses a thickness of 1.0, second line uses the configurable thickness + // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing; - draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing; - draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32, th); x += sz + spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line - draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th); + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle + draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); x = p.x + 4; y += sz + spacing; } - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing; - 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->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz*0.6f, y + sz - 0.5f), ImVec2(x + sz*0.4f, y + sz - 0.5f), col32); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3)); + ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); ImGui::EndTabItem(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 959036606..5d493600c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -662,9 +662,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } -#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } } -#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. From db2d58a68b923319695acfd10dadb6706a200d32 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 29 Apr 2019 16:34:02 +0200 Subject: [PATCH 213/687] Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) --- docs/CHANGELOG.txt | 2 ++ docs/TODO.txt | 1 + imgui.cpp | 10 +++++----- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bc326affc..dbbca6db0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -75,6 +75,8 @@ Other Changes: - Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. - Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). - Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click + regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) - ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles, also faster to output. (#2518) [@rmitton] - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert diff --git a/docs/TODO.txt b/docs/TODO.txt index f900e7e13..2dbf1f0ff 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -235,6 +235,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) + - drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) diff --git a/imgui.cpp b/imgui.cpp index 61f410a7c..a57b13aa5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8764,16 +8764,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; } + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; - if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - if (is_hovered) - SetHoveredID(source_id); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); From 3fbc0b7a9e8022ab43e5f886f0af8463e269130a Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 29 Apr 2019 18:31:51 +0200 Subject: [PATCH 214/687] Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 6 +----- imgui.h | 3 ++- imgui_demo.cpp | 4 ++-- 4 files changed, 7 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dbbca6db0..fb41b3b65 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Breaking Changes: - ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518) If you have custom rendering using thick lines, they will appear thicker now. +- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. + Kept inline redirection function. - Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] diff --git a/imgui.cpp b/imgui.cpp index a57b13aa5..5d7a29d6b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -370,6 +370,7 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. - 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! @@ -6438,11 +6439,6 @@ ImVec2 ImGui::GetContentRegionAvail() return GetContentRegionMaxScreen() - window->DC.CursorPos; } -float ImGui::GetContentRegionAvailWidth() -{ - return GetContentRegionAvail().x; -} - // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { diff --git a/imgui.h b/imgui.h index d10df2f06..62af07d7a 100644 --- a/imgui.h +++ b/imgui.h @@ -288,7 +288,6 @@ namespace ImGui // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates 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(); // @@ -1529,6 +1528,8 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.66 (from Sep 2018) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 33f33af88..75f690ce6 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1752,9 +1752,9 @@ static void ShowDemoWindowLayout() ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::DragFloat("float##2", &f); - ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::SetNextItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##3", &f); ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); From 5c1cd5c8c7f0bbf016c741867c3a9fd99926f438 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Apr 2019 22:15:59 +0200 Subject: [PATCH 215/687] ImDrawCallback_ResetRenderState, Examples: Added support for reset render state callback. (#2037, #1639, #2452) --- docs/CHANGELOG.txt | 5 ++ examples/imgui_impl_allegro5.cpp | 47 +++++++----- examples/imgui_impl_dx10.cpp | 68 ++++++++++-------- examples/imgui_impl_dx11.cpp | 70 ++++++++++-------- examples/imgui_impl_dx12.cpp | 118 ++++++++++++++++-------------- examples/imgui_impl_dx9.cpp | 119 +++++++++++++++++-------------- examples/imgui_impl_opengl2.cpp | 49 ++++++++----- examples/imgui_impl_opengl3.cpp | 107 +++++++++++++++------------ examples/imgui_impl_vulkan.cpp | 94 +++++++++++++----------- imgui.h | 11 ++- 10 files changed, 394 insertions(+), 294 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index fb41b3b65..2e37f9851 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,11 @@ Breaking Changes: on them but it is possible you have!). Other Changes: +- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value + to request the renderer back-end to reset its render state. (#2037, #1639, #2452) +- Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. + Each renderer code setting up initial render state has been moved to a function so it could + be called at the start of rendering and when a ResetRenderState is requested. (#2037, #1639, #2452) - InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index ca0444ff5..b517fcfe4 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -60,6 +60,26 @@ struct ImDrawVertAllegro ALLEGRO_COLOR col; }; +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + // Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) @@ -76,23 +96,10 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) int last_blender_op, last_blender_src, last_blender_dst; al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); - // Setup render state - al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); - - // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - { - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - ALLEGRO_TRANSFORM transform; - al_identity_transform(&transform); - al_use_transform(&transform); - al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); - al_use_projection_transform(&transform); - } + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -135,10 +142,16 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); } else { + // Draw ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 7bb588594..532d55428 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -55,6 +55,37 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +{ + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) @@ -172,33 +203,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); - // Setup viewport - D3D10_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D10_VIEWPORT)); - vp.Width = (UINT)draw_data->DisplaySize.x; - vp.Height = (UINT)draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); // Render command lists int vtx_offset = 0; @@ -212,8 +218,12 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index e8d022f69..01362bd28 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -55,6 +55,37 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +{ + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) @@ -177,33 +208,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); - // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); // Render command lists int vtx_offset = 0; @@ -215,10 +221,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 45fb4c791..258a179be 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -58,6 +58,61 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(g_pPipelineState); + ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) @@ -140,57 +195,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL fr->VertexBuffer->Unmap(0, &range); fr->IndexBuffer->Unmap(0, &range); - // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - VERTEX_CONSTANT_BUFFER vertex_constant_buffer; - { - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); - } - - // Setup viewport - D3D12_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D12_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0.0f; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - D3D12_VERTEX_BUFFER_VIEW vbv; - memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); - vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; - vbv.SizeInBytes = fr->VertexBufferSize * stride; - vbv.StrideInBytes = stride; - ctx->IASetVertexBuffers(0, 1, &vbv); - D3D12_INDEX_BUFFER_VIEW ibv; - memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); - ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); - ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); - ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; - ctx->IASetIndexBuffer(&ibv); - ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(g_pPipelineState); - ctx->SetGraphicsRootSignature(g_pRootSignature); - ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); - - // Setup blend factor - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendFactor(blend_factor); + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); // Render command lists int vtx_offset = 0; @@ -202,10 +208,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 566ea4ce7..ab08551b7 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -42,6 +42,62 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + // Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) @@ -111,58 +167,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) g_pd3dDevice->SetIndices(g_pIB); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)draw_data->DisplaySize.x; - vp.Height = (DWORD)draw_data->DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - float L = draw_data->DisplayPos.x + 0.5f; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; - float T = draw_data->DisplayPos.y + 0.5f; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; - D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; - D3DMATRIX mat_projection = - { { { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f - } } }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); // Render command lists int vtx_offset = 0; @@ -174,9 +180,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 17e8b728a..9d7e335bf 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -72,24 +72,9 @@ void ImGui_ImplOpenGL2_NewFrame() ImGui_ImplOpenGL2_CreateDeviceObjects(); } -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); @@ -121,6 +106,28 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -141,8 +148,12 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); } else { @@ -167,7 +178,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) } } - // Restore modified state + // Restore modified GL state glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 347da4700..55849c5af 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -150,6 +150,56 @@ void ImGui_ImplOpenGL3_NewFrame() ImGui_ImplOpenGL3_CreateDeviceObjects(); } +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + // OpenGL3 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. @@ -195,55 +245,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) clip_origin_lower_left = false; #endif - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); -#ifdef GL_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif - - // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. -#endif - + // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. -#ifndef IMGUI_IMPL_OPENGL_ES2 GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 glGenVertexArrays(1, &vertex_array_object); - glBindVertexArray(vertex_array_object); #endif - - // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -262,10 +271,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index e2da42ba3..5e8d7d481 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -259,6 +259,49 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory p_buffer_size = new_size; } +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + // Bind pipeline and descriptor sets: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline); + VkDescriptorSet desc_set[1] = { g_DescriptorSet }; + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL); + } + + // Bind Vertex And Index Buffer: + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer) @@ -323,45 +366,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkUnmapMemory(v->Device, rb->IndexBufferMemory); } - // Bind pipeline and descriptor sets: - { - vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline); - VkDescriptorSet desc_set[1] = { g_DescriptorSet }; - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL); - } - - // Bind Vertex And Index Buffer: - { - VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; - VkDeviceSize vertex_offset[1] = { 0 }; - vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); - vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); - } - - // Setup viewport: - { - VkViewport viewport; - viewport.x = 0; - viewport.y = 0; - viewport.width = (float)fb_width; - viewport.height = (float)fb_height; - viewport.minDepth = 0.0f; - viewport.maxDepth = 1.0f; - vkCmdSetViewport(command_buffer, 0, 1, &viewport); - } - - // Setup scale and translation: - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. - { - float scale[2]; - scale[0] = 2.0f / draw_data->DisplaySize.x; - scale[1] = 2.0f / draw_data->DisplaySize.y; - float translate[2]; - translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; - translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); - } + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -376,10 +382,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); } else { diff --git a/imgui.h b/imgui.h index 62af07d7a..f2c44e693 100644 --- a/imgui.h +++ b/imgui.h @@ -1759,11 +1759,18 @@ struct ImColor // Draw callbacks for advanced uses. // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state, -// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +// Special Draw Callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + // Typically, 1 command = 1 GPU draw call (unless command is a callback) struct ImDrawCmd { From 7c6ba3a1da6b692d4a53fac65825c16e9355ef16 Mon Sep 17 00:00:00 2001 From: Max Thrun Date: Fri, 29 Mar 2019 11:11:55 -0700 Subject: [PATCH 216/687] ImDrawCallback_ResetRenderState: Added Metal. --- docs/CHANGELOG.txt | 6 ++-- examples/imgui_impl_metal.mm | 58 +++++++++++++++++++++++++----------- 2 files changed, 43 insertions(+), 21 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2e37f9851..86fd1a907 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -47,9 +47,9 @@ Breaking Changes: Other Changes: - ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value to request the renderer back-end to reset its render state. (#2037, #1639, #2452) -- Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. - Each renderer code setting up initial render state has been moved to a function so it could - be called at the start of rendering and when a ResetRenderState is requested. (#2037, #1639, #2452) + Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each + renderer code setting up initial render state has been moved to a function so it could be + called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] - InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index c559590bb..c49c286cb 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -56,6 +56,12 @@ - (void)enqueueReusableBuffer:(MetalBuffer *)buffer; - (id)renderPipelineStateForFrameAndDevice:(id)device; - (void)emptyRenderPipelineStateCache; +- (void)setupRenderState:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder + renderPipelineState:(id)renderPipelineState + vertexBuffer:(MetalBuffer *)vertexBuffer + vertexBufferOffset:(size_t)vertexBufferOffset; - (void)renderDrawData:(ImDrawData *)drawData commandBuffer:(id)commandBuffer commandEncoder:(id)commandEncoder; @@ -397,16 +403,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects() [self.renderPipelineStateCache removeAllObjects]; } -- (void)renderDrawData:(ImDrawData *)drawData - commandBuffer:(id)commandBuffer - commandEncoder:(id)commandEncoder +- (void)setupRenderState:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder + renderPipelineState:(id)renderPipelineState + vertexBuffer:(MetalBuffer *)vertexBuffer + vertexBufferOffset:(size_t)vertexBufferOffset { - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) - return; - [commandEncoder setCullMode:MTLCullModeNone]; [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; @@ -417,12 +420,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects() { .originX = 0.0, .originY = 0.0, - .width = double(fb_width), - .height = double(fb_height), + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), .znear = 0.0, .zfar = 1.0 }; [commandEncoder setViewport:viewport]; + float L = drawData->DisplayPos.x; float R = drawData->DisplayPos.x + drawData->DisplaySize.x; float T = drawData->DisplayPos.y; @@ -436,18 +440,32 @@ void ImGui_ImplMetal_DestroyDeviceObjects() { 0.0f, 0.0f, 1/(F-N), 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, }; - [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +- (void)renderDrawData:(ImDrawData *)drawData + commandBuffer:(id)commandBuffer + commandEncoder:(id)commandEncoder +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; + size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert); size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx); MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; - [commandEncoder setRenderPipelineState:renderPipelineState]; - - [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0]; // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports @@ -471,8 +489,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects() const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset]; + else + pcmd->UserCallback(cmd_list, pcmd); } else { From ae405b83a4cbd989f449fbd4f7ab715129231b2d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Apr 2019 22:28:29 +0200 Subject: [PATCH 217/687] Examples: Added missing per-renderer local changelogs. (#2037, #1639, #2452) --- examples/imgui_impl_allegro5.cpp | 1 + examples/imgui_impl_dx10.cpp | 1 + examples/imgui_impl_dx11.cpp | 1 + examples/imgui_impl_dx12.cpp | 1 + examples/imgui_impl_dx9.cpp | 1 + examples/imgui_impl_metal.mm | 1 + examples/imgui_impl_opengl2.cpp | 1 + examples/imgui_impl_opengl3.cpp | 1 + examples/imgui_impl_vulkan.cpp | 5 +++-- 9 files changed, 11 insertions(+), 2 deletions(-) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index b517fcfe4..b05fa2a3b 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-11-30: Platform: Added touchscreen support. // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 532d55428..8d2c647dd 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 01362bd28..9a44d6ae7 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 258a179be..358b2e55b 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index ab08551b7..f375c3905 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index c49c286cb..c49478934 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-05: Metal: Added new Metal backend implementation. diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 9d7e335bf..e1584a16c 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 55849c5af..364b9ccf5 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 5e8d7d481..e5c950797 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -20,8 +20,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-XX-XX: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). -// 2019-XX-XX: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. From a1c432d1adcc37cf72975f35b22d6bd5a1c516e9 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 27 Apr 2019 17:11:06 +0200 Subject: [PATCH 218/687] Internals: SettingsHandlerWindow_ReadLine uses context parameter. --- imgui.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5d7a29d6b..e5448882a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9374,21 +9374,22 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) { + ImGuiContext& g = *ctx; ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; float x, y; int i; if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); + else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *imgui_ctx; + ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; From ce19cb465f7b509b9bde9347cc1094bfabfae1e7 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 2 May 2019 16:29:40 +0200 Subject: [PATCH 219/687] Internals: Rename GetContentRegionMaxScreen() -> GetWorkRectMax(). At this point this is mostly useful to facilitate merge of other branches. --- imgui.cpp | 10 +++++----- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 3 files changed, 7 insertions(+), 7 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index e5448882a..96f2caecd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2983,7 +2983,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMaxScreen().x; + wrap_pos_x = GetWorkRectMax().x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -5808,7 +5808,7 @@ float ImGui::GetNextItemWidth() } if (w < 0.0f) { - float region_max_x = GetContentRegionMaxScreen().x; + float region_max_x = GetWorkRectMax().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = (float)(int)w; @@ -5836,7 +5836,7 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxScreen(); + region_max = GetWorkRectMax(); if (size.x == 0.0f) size.x = default_w; @@ -6424,7 +6424,7 @@ ImVec2 ImGui::GetContentRegionMax() } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxScreen() +ImVec2 ImGui::GetWorkRectMax() { ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max; @@ -6436,7 +6436,7 @@ ImVec2 ImGui::GetContentRegionMaxScreen() ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxScreen() - window->DC.CursorPos; + return GetWorkRectMax() - window->DC.CursorPos; } // In window space (not screen space!) diff --git a/imgui_internal.h b/imgui_internal.h index 23b95257f..0aacd0fd8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1458,7 +1458,7 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetContentRegionMaxScreen(); + IMGUI_API ImVec2 GetWorkRectMax(); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 874b038ae..894da5439 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5044,7 +5044,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxScreen().x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding From 86f92fe75605021a7440d72131a6aa7e27ca13a9 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 2 May 2019 20:19:53 +0200 Subject: [PATCH 220/687] Demo: Improved trees in columns demo. (#2136) --- docs/CHANGELOG.txt | 1 + imgui_demo.cpp | 39 +++++++++++++++++++++++++++++++-------- imgui_internal.h | 2 +- 3 files changed, 33 insertions(+), 9 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 86fd1a907..d808f4c2b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -89,6 +89,7 @@ Other Changes: - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. +- Demo: Improved trees in columns demo. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 75f690ce6..0d9c50a10 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2545,16 +2545,39 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - bool node_open = ImGui::TreeNode("Tree within single cell"); - ImGui::SameLine(); HelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); - if (node_open) + if (ImGui::TreeNode("Tree")) { - ImGui::Columns(2, "tree items"); - ImGui::Separator(); - if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn(); - if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn(); + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 5; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } ImGui::Columns(1); - ImGui::Separator(); ImGui::TreePop(); } diff --git a/imgui_internal.h b/imgui_internal.h index 0aacd0fd8..4130ab8ad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -346,7 +346,7 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, ImGuiSelectableFlags_PressedOnClick = 1 << 11, ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus) ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 }; From 2dc81057ec4e5fbd97d06044967550b5c41b5387 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 3 May 2019 14:28:57 +0200 Subject: [PATCH 221/687] Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button releas efollowing the double-click. Only first mouse release + second mouse down (double-click) returns true. Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) --- docs/CHANGELOG.txt | 3 +++ imgui.cpp | 3 +++ imgui.h | 3 ++- imgui_widgets.cpp | 15 +++++++++++---- 4 files changed, 19 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d808f4c2b..045df8753 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -74,6 +74,9 @@ Other Changes: clear the focus again. - Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67). +- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release + following the double-click. Only first mouse release + second mouse down (double-click) returns true. + Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) - GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. - Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] diff --git a/imgui.cpp b/imgui.cpp index 96f2caecd..43afd2358 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3282,6 +3282,7 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseClickedTime[i] = g.Time; } g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; } @@ -3293,6 +3294,8 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation g.NavDisableMouseHover = false; } diff --git a/imgui.h b/imgui.h index f2c44e693..78e4c3d6d 100644 --- a/imgui.h +++ b/imgui.h @@ -1435,7 +1435,8 @@ struct ImGuiIO bool MouseClicked[5]; // Mouse button went from !Down to Down bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwned[5]; // Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 894da5439..f146920d8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -429,6 +429,10 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N+6 (mouse button is released) - true - - true - // Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ // The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick @@ -569,10 +573,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - if (!g.DragDropActive) - pressed = true; + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) From e2166db282140867d96f24326897a2b04d99ed14 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 3 May 2019 15:06:06 +0200 Subject: [PATCH 222/687] Internals: Fixed incorrect repeat delay/rate calculation in IsMouseClicked() with repeat flag leading to involontary but thankfully doubling the rate. Using our standard function, making the multiplicator explicit. --- imgui.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 43afd2358..361fa076a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4195,8 +4195,9 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { - float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate; - if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f)) + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + if (amount > 0) return true; } From 9c1f02a42c402cd18af10fbc73985f5237d3f9da Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 3 May 2019 18:40:36 +0200 Subject: [PATCH 223/687] Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 10 +++++++--- imgui.h | 4 ++-- 3 files changed, 10 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 045df8753..8b26cab7e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -91,6 +91,7 @@ Other Changes: angles, also faster to output. (#2518) [@rmitton] - Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. +- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. - Demo: Improved trees in columns demo. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized diff --git a/imgui.cpp b/imgui.cpp index 361fa076a..19c0906bd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3039,9 +3039,12 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert) +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures thanwhat imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } @@ -3050,6 +3053,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } diff --git a/imgui.h b/imgui.h index 78e4c3d6d..17d9d4c39 100644 --- a/imgui.h +++ b/imgui.h @@ -48,7 +48,7 @@ Index of this file: // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.70 WIP" #define IMGUI_VERSION_NUM 16991 -#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) @@ -207,7 +207,7 @@ namespace ImGui IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API void SetCurrentContext(ImGuiContext* ctx); - IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) From 526e2303bc1bfec7ca98e1328c15ce835cb47bc5 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 3 May 2019 19:09:44 +0200 Subject: [PATCH 224/687] Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 ++ imgui.h | 2 +- 3 files changed, 4 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8b26cab7e..514c5d3cf 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,7 @@ Other Changes: highlight from parent menu items earlier than necessary while approaching the child menu. - Window: Close button is horizontally aligned with style.FramePadding.x. - Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, 2530) - Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) Among other things, this allows opening a popup while no window are focused, and pressing Escape to diff --git a/imgui.cpp b/imgui.cpp index 19c0906bd..68ac63acb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4648,6 +4648,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); } // Minimum size diff --git a/imgui.h b/imgui.h index 17d9d4c39..774c1b51d 100644 --- a/imgui.h +++ b/imgui.h @@ -269,7 +269,7 @@ namespace ImGui // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() - IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() From 5ecc9d58654c73bef446be2fead03cfbcb13d728 Mon Sep 17 00:00:00 2001 From: Max Thrun Date: Wed, 1 May 2019 18:31:42 -0700 Subject: [PATCH 225/687] Examples: Metal: Add GLFW+Metal example --- examples/example_glfw_metal/Makefile | 44 +++++++ examples/example_glfw_metal/main.mm | 166 +++++++++++++++++++++++++++ 2 files changed, 210 insertions(+) create mode 100644 examples/example_glfw_metal/Makefile create mode 100644 examples/example_glfw_metal/main.mm diff --git a/examples/example_glfw_metal/Makefile b/examples/example_glfw_metal/Makefile new file mode 100644 index 000000000..35f177377 --- /dev/null +++ b/examples/example_glfw_metal/Makefile @@ -0,0 +1,44 @@ +# +# You will need GLFW (http://www.glfw.org): +# brew install glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_metal +SOURCES = main.mm +SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm +SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += -L/usr/local/lib -lglfw + +CXXFLAGS = -I../ -I../../ -I/usr/local/include +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm new file mode 100644 index 000000000..3b162afbd --- /dev/null +++ b/examples/example_glfw_metal/main.mm @@ -0,0 +1,166 @@ +// ImGui - standalone example application for GLFW + Metal, using programmable pipeline +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_metal.h" + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA +#include +#include + +#import +#import + +#include + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup Dear ImGui binding + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with graphics context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL); + if (window == NULL) + return 1; + + id device = MTLCreateSystemDefaultDevice();; + id commandQueue = [device newCommandQueue]; + + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplMetal_Init(device); + + NSWindow *nswin = glfwGetCocoaWindow(window); + CAMetalLayer *layer = [CAMetalLayer layer]; + layer.device = device; + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + nswin.contentView.layer = layer; + nswin.contentView.wantsLayer = YES; + + MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; + + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + int width, height; + glfwGetFramebufferSize(window, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} From 6c196cf4324cd1bba483031373af425fed4af25a Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 May 2019 10:02:59 +0200 Subject: [PATCH 226/687] Examples Readme and Changelog tweaks, added #2527, re-ordered examples/README alphabetically. --- docs/CHANGELOG.txt | 14 ++--- examples/README.txt | 75 +++++++++++++++----------- examples/example_glut_opengl2/main.cpp | 1 + examples/imgui_impl_glut.cpp | 1 + examples/imgui_impl_glut.h | 1 + imgui.cpp | 2 +- 6 files changed, 56 insertions(+), 38 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 514c5d3cf..1e4d8a232 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,8 +34,9 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: -- ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518) - If you have custom rendering using thick lines, they will appear thicker now. +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness + up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, + they will appear a little thicker now. (#2518) [@rmitton] - Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function. - Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required @@ -50,8 +51,8 @@ Other Changes: Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each renderer code setting up initial render state has been moved to a function so it could be called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] -- InputText: Fixed selection background starts rendering one frame after the cursor movement - when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Fixed selection background rendering one frame after the cursor movement when + first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) - InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) @@ -68,7 +69,7 @@ Other Changes: highlight from parent menu items earlier than necessary while approaching the child menu. - Window: Close button is horizontally aligned with style.FramePadding.x. - Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. -- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, 2530) +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) - Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) Among other things, this allows opening a popup while no window are focused, and pressing Escape to @@ -97,8 +98,9 @@ Other Changes: - Demo: Improved trees in columns demo. - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) -- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] - Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw] - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). diff --git a/examples/README.txt b/examples/README.txt index cd60733cc..6a34c0763 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -91,7 +91,7 @@ Most the example bindings are split in 2 parts: This is counter-intuitive, but this will get you running faster! Once you better understand how imgui works and is bound, you can rewrite the code using your own systems. - - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be + - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be seamlessly detached from the main application window. This is achieved using an extra layer to the platform and renderer bindings, which allows imgui to communicate platform-specific requests. If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from @@ -101,7 +101,7 @@ Most the example bindings are split in 2 parts: List of Platforms Bindings in this repository: imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ - imgui_impl_osx.mm ; macOS native API + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends) imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's) @@ -122,7 +122,7 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R imgui_impl_allegro5.cpp imgui_impl_marmalade.cpp -Note that Dear ImGui works with Emscripten. +Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible. Third-party framework, graphics API and languages bindings are listed at: @@ -151,40 +151,33 @@ Building: directly with a command-line compiler. -example_win32_directx9/ - DirectX9 example, Windows only. - = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp - -example_win32_directx10/ - DirectX10 example, Windows only. - = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp - -example_win32_directx11/ - DirectX11 example, Windows only. - = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp - -example_win32_directx12/ - DirectX12 example, Windows only. - = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp - This is quite long and tedious, because: DirectX12. +example_allegro5/ + Allegro 5 example. + = main.cpp + imgui_impl_allegro5.cpp example_apple_metal/ OSX & iOS + Metal. = main.m + imgui_impl_osx.mm + imgui_impl_metal.mm It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. - (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) + (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends. + You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.) example_apple_opengl2/ OSX + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp - (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) + (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends. + You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.) example_empscripten: Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp - Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten. + Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten. We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. +example_glfw_metal/ + GLFW (Mac) + Vulkan example. + = main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm. + example_glfw_opengl2/ GLFW + OpenGL2 example (legacy, fixed pipeline). = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp @@ -200,12 +193,24 @@ example_glfw_opengl3/ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp This uses more modern OpenGL calls and custom shaders. Prefer using that if you are using modern OpenGL in your application (anything with shaders). + (Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent + source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different + from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.) example_glfw_vulkan/ GLFW (Win32, Mac, Linux) + Vulkan example. = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp This is quite long and tedious, because: Vulkan. +example_glut_opengl2/ + GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. + = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp + Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. + +example_marmalade/ + Marmalade example using IwGx. + = main.cpp + imgui_impl_marmalade.cpp + example_sdl_opengl2/ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp @@ -221,20 +226,28 @@ example_sdl_opengl3/ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp This uses more modern OpenGL calls and custom shaders. Prefer using that if you are using modern OpenGL in your application (anything with shaders). + (Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent + source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different + from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.) example_sdl_vulkan/ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp This is quite long and tedious, because: Vulkan. -example_allegro5/ - Allegro 5 example. - = main.cpp + imgui_impl_allegro5.cpp +example_win32_directx9/ + DirectX9 example, Windows only. + = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp -example_glut_opengl2/ - GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. - = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp +example_win32_directx10/ + DirectX10 example, Windows only. + = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp -example_marmalade/ - Marmalade example using IwGx. - = main.cpp + imgui_impl_marmalade.cpp +example_win32_directx11/ + DirectX11 example, Windows only. + = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp + +example_win32_directx12/ + DirectX12 example, Windows only. + = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp + This is quite long and tedious, because: DirectX12. diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 1089baee4..e9fc10686 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -3,6 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! Prefer using GLFW Or SDL instead! #include "imgui.h" #include "../imgui_impl_glut.h" diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index 546a7b85d..af42d4ae8 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -3,6 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! Prefer using GLFW or SDL instead! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h index 89be99935..c6fcfd072 100644 --- a/examples/imgui_impl_glut.h +++ b/examples/imgui_impl_glut.h @@ -3,6 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! Prefer using GLFW or SDL instead! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I diff --git a/imgui.cpp b/imgui.cpp index 68ac63acb..1351d2858 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,7 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). From d88121ff5b90013647d1b27ee7d5012f1d85a452 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 May 2019 10:11:02 +0200 Subject: [PATCH 227/687] Examples: DirectX9/10/11: Taking reference to device + subsequent merge of this in docking will fix DX9 issue #2524 --- examples/imgui_impl_dx10.cpp | 3 ++- examples/imgui_impl_dx11.cpp | 6 ++++-- examples/imgui_impl_dx9.cpp | 3 ++- 3 files changed, 8 insertions(+), 4 deletions(-) diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 8d2c647dd..235428fc0 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -500,6 +500,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); return true; } @@ -508,7 +509,7 @@ void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_InvalidateDeviceObjects(); if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - g_pd3dDevice = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } void ImGui_ImplDX10_NewFrame() diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 9a44d6ae7..18c32e6cb 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -508,6 +508,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + g_pd3dDeviceContext->AddRef(); return true; } @@ -516,8 +518,8 @@ void ImGui_ImplDX11_Shutdown() { ImGui_ImplDX11_InvalidateDeviceObjects(); if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - g_pd3dDevice = NULL; - g_pd3dDeviceContext = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } void ImGui_ImplDX11_NewFrame() diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index f375c3905..fd4522cd1 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -219,13 +219,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) io.BackendRendererName = "imgui_impl_dx9"; g_pd3dDevice = device; + g_pd3dDevice->AddRef(); return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } static bool ImGui_ImplDX9_CreateFontsTexture() From d1d5075b66f93686954154ceaba7fe30abc41f4b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 May 2019 14:17:39 +0200 Subject: [PATCH 228/687] Version 1.70 --- docs/CHANGELOG.txt | 2 +- docs/TODO.txt | 14 ++++++++++++-- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 10 files changed, 23 insertions(+), 13 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1e4d8a232..cafaa6bbb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,7 +30,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.70 WIP (In Progress) + VERSION 1.70 (Released 2019-05-06) ----------------------------------------------------------------------- Breaking Changes: diff --git a/docs/TODO.txt b/docs/TODO.txt index 2dbf1f0ff..4c89c8e31 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -27,6 +27,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: investigate better auto-positioning for new windows. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). + - window/child: border could be emitted in parent as well. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) @@ -65,6 +66,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) + - widgets: checkbox with custom glyph inside frame. - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) @@ -170,6 +172,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - listbox: keyboard navigation. - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: scrolling should track modified selection. + - listbox: future api should allow to enable horizontal scrolling (#2510) !- 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/modal: make modal title bar blink when trying to click outside the modal @@ -236,15 +239,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. + - drag and drop: fix/support/options for overlapping drag sources. - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) + - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) - - drag and drop: test with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) + - drag and drop: allow for multiple payload types. (#143) - drag and drop: make payload optional? (#143) - - drag and drop: feedback when hovering a modal (cursor?) + - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" + - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) - node/graph editor (#306) - pie menus patterns (#434) - markup: simple markup language for color change? (#902) @@ -267,6 +274,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position. - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines) + - font/draw: underline, squiggle line rendering helpers. - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) @@ -309,6 +317,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) + - inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO. - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. @@ -326,6 +335,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - remote: make a system like RemoteImGui first-class citizen/project (#75) - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. + - demo: demonstrate using PushStyleVar() in more details. - demo: add vertical separator demo - demo: add virtual scrolling example? - demo: demonstrate Plot offset diff --git a/examples/README.txt b/examples/README.txt index 6a34c0763..0be7ff6af 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.70 WIP + dear imgui, v1.70 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 1351d2858..0bcaee50f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 774c1b51d..423ba3ac6 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.70 WIP" -#define IMGUI_VERSION_NUM 16991 +#define IMGUI_VERSION "1.70" +#define IMGUI_VERSION_NUM 17000 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0d9c50a10..62196c64d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 5d493600c..63d99a297 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 4130ab8ad..cc98c20b9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f146920d8..5b3ea5815 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.70 // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index a9f61cdb9..5c475f2f8 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.70 WIP +dear imgui, v1.70 (Font Readme) --------------------------------------- From 42fc563feda4acbac1c63336d4fdd1f50fd87a2d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 7 May 2019 16:36:08 +0200 Subject: [PATCH 229/687] Version 1.71 WIP + fixed minor typo --- docs/CHANGELOG.txt | 8 ++++++++ examples/README.txt | 4 ++-- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 19 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cafaa6bbb..9deed680e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -28,6 +28,14 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.71 (In Progress) +----------------------------------------------------------------------- + +Breaking Changes: + +Other Changes: + ----------------------------------------------------------------------- VERSION 1.70 (Released 2019-05-06) diff --git a/examples/README.txt b/examples/README.txt index 0be7ff6af..82d39ef18 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.70 + dear imgui, v1.71 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) @@ -175,7 +175,7 @@ example_empscripten: We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. example_glfw_metal/ - GLFW (Mac) + Vulkan example. + GLFW (Mac) + Metal example. = main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm. example_glfw_opengl2/ diff --git a/imgui.cpp b/imgui.cpp index 0bcaee50f..1e6c8a3f5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 423ba3ac6..aafcb3a68 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.70" -#define IMGUI_VERSION_NUM 17000 +#define IMGUI_VERSION "1.71" +#define IMGUI_VERSION_NUM 17001 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 62196c64d..1f01cc4d9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 63d99a297..467555cf5 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index cc98c20b9..7e91b5fcf 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5b3ea5815..42b28e09e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 +// dear imgui, v1.71 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 5c475f2f8..0fcc6c795 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.70 +dear imgui, v1.71 WIP (Font Readme) --------------------------------------- From b7c2759f957dbcc6e48b6f12d59aeffb78ea0be7 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 12:10:36 +0200 Subject: [PATCH 230/687] Columns: Fixed Separator from creating an extraneous draw command. Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 31 ++++++++++++++++++++++++++----- imgui_internal.h | 5 ++++- imgui_widgets.cpp | 12 ++++++------ 4 files changed, 38 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9deed680e..8a137d4ee 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,8 @@ HOW TO UPDATE? Breaking Changes: Other Changes: +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) ----------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index 1e6c8a3f5..1045ddd63 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8400,13 +8400,13 @@ void ImGui::NextColumn() { // New column (columns 1+ cancels out IndentX) window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current); + window->DrawList->ChannelsSetCurrent(columns->Current + 1); } else { // New row/line window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(0); + window->DrawList->ChannelsSetCurrent(1); columns->Current = 0; columns->LineMinY = columns->LineMaxY; } @@ -8415,7 +8415,7 @@ void ImGui::NextColumn() window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrentLineTextBaseOffset = 0.0f; - PushColumnClipRect(); + PushColumnClipRect(columns->Current); PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup } @@ -8543,6 +8543,25 @@ void ImGui::PushColumnClipRect(int column_index) PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); } +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->BackupClipRect.Min, columns->BackupClipRect.Max, false); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) { // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. @@ -8593,6 +8612,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); columns->BackupCursorPosY = window->DC.CursorPos.y; columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->BackupClipRect = window->ClipRect; columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -8626,8 +8646,9 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag if (columns->Count > 1) { - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); } PushItemWidth(GetColumnWidth() * 0.65f); } diff --git a/imgui_internal.h b/imgui_internal.h index 7e91b5fcf..a56471db5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -683,6 +683,7 @@ struct ImGuiColumns float LineMinY, LineMaxY; float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect BackupClipRect; ImVector Columns; ImGuiColumns() { Clear(); } @@ -1502,7 +1503,9 @@ namespace ImGui // New Columns API (FIXME-WIP) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns - IMGUI_API void PushColumnClipRect(int column_index = -1); + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 42b28e09e..df9a7d87d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1216,7 +1216,7 @@ void ImGui::Separator() // Horizontal Separator if (window->DC.CurrentColumns) - PopClipRect(); + PushColumnsBackground(); float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; @@ -1228,7 +1228,7 @@ void ImGui::Separator() if (!ItemAdd(bb, 0)) { if (window->DC.CurrentColumns) - PushColumnClipRect(); + PopColumnsBackground(); return; } @@ -1239,7 +1239,7 @@ void ImGui::Separator() if (window->DC.CurrentColumns) { - PushColumnClipRect(); + PopColumnsBackground(); window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; } } @@ -5311,7 +5311,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImGuiStyle& style = g.Style; if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + PushColumnsBackground(); ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -5355,7 +5355,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) { if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) - PushColumnClipRect(); + PopColumnsBackground(); return false; } @@ -5401,7 +5401,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) { - PushColumnClipRect(); + PopColumnsBackground(); bb.Max.x -= (GetContentRegionMax().x - max_x); } From a4d0b0efa49848bd1b54167ba4c57b95393aca2b Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 12:55:01 +0200 Subject: [PATCH 231/687] Internal: Refactored Separator into SeparatorEx(), exposed ImGuiSeparatorFlags_SpanAllColumns in imgui_internal.h and support without. (#759) + misc comments --- docs/TODO.txt | 4 +- imgui.cpp | 3 +- imgui_internal.h | 5 ++- imgui_widgets.cpp | 98 +++++++++++++++++++++++++---------------------- 4 files changed, 60 insertions(+), 50 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 4c89c8e31..97594ba48 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -133,7 +133,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to run without knowing full count in advance. - - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) + - separator: expose flags (#759) + - separator: width, thickness, centering (#1643) + - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - dock: merge docking branch (#2109) - dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code. diff --git a/imgui.cpp b/imgui.cpp index 1045ddd63..779ea09ef 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5445,7 +5445,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); - // Inner clipping rectangle + // Inner clipping rectangle will extend a little bit outside the work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); diff --git a/imgui_internal.h b/imgui_internal.h index a56471db5..01f805bab 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -354,7 +354,8 @@ enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1 + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). @@ -1551,7 +1552,7 @@ namespace ImGui IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index df9a7d87d..2d505f56e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1146,8 +1146,8 @@ void ImGui::Bullet() // - Dummy() // - NewLine() // - AlignTextToFramePadding() +// - SeparatorEx() [Internal] // - Separator() -// - VerticalSeparator() [Internal] // - SplitterBehavior() [Internal] //------------------------------------------------------------------------- @@ -1198,69 +1198,75 @@ void ImGui::AlignTextToFramePadding() } // Horizontal/vertical separating line -void ImGui::Separator() +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - // Those flags should eventually be overrideable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + if (flags & ImGuiSeparatorFlags_Vertical) { - VerticalSeparator(); - return; + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); + ItemSize(ImVec2(1.0f, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); } - - // Horizontal Separator - if (window->DC.CurrentColumns) - PushColumnsBackground(); - - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; - - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit - if (!ItemAdd(bb, 0)) + else if (flags & ImGuiSeparatorFlags_Horizontal) { - if (window->DC.CurrentColumns) + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + 1.0f)); + ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit + if (!ItemAdd(bb, 0)) + { + if (columns) + PopColumnsBackground(); + return; + } + + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { PopColumnsBackground(); - return; - } - - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); - - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); - - if (window->DC.CurrentColumns) - { - PopColumnsBackground(); - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; + columns->LineMinY = window->DC.CursorPos.y; + } } } -void ImGui::VerticalSeparator() +void ImGui::Separator() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(1.0f, 0.0f)); - if (!ItemAdd(bb, 0)) - return; - - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. From e29176df530c885a0c541f3691be76771fd222be Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 12:56:03 +0200 Subject: [PATCH 232/687] Internals: Columns: Renamed fields. Comments and tweak. Moved a demo block. --- imgui.cpp | 45 ++++++++++++++++++++++------------------- imgui.h | 2 +- imgui_demo.cpp | 52 ++++++++++++++++++++++++------------------------ imgui_internal.h | 14 ++++++------- 4 files changed, 58 insertions(+), 55 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 779ea09ef..a75829ef9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1140,7 +1140,7 @@ ImGuiStyle::ImGuiStyle() ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar @@ -5452,6 +5452,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; @@ -8434,12 +8435,12 @@ int ImGui::GetColumnsCount() static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm) { - return offset_norm * (columns->MaxX - columns->MinX); + return offset_norm * (columns->OffMaxX - columns->OffMinX); } static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) { - return offset / (columns->MaxX - columns->MinX); + return offset / (columns->OffMaxX - columns->OffMinX); } static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; @@ -8472,7 +8473,7 @@ float ImGui::GetColumnOffset(int column_index) IM_ASSERT(column_index < columns->Columns.Size); const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); return x_offset; } @@ -8515,8 +8516,8 @@ void ImGui::SetColumnOffset(int column_index, float offset) const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->OffMinX); if (preserve_width) SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); @@ -8551,7 +8552,7 @@ void ImGui::PushColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; window->DrawList->ChannelsSetCurrent(0); int cmd_size = window->DrawList->CmdBuffer.Size; - PushClipRect(columns->BackupClipRect.Min, columns->BackupClipRect.Max, false); + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd } @@ -8597,9 +8598,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag IM_ASSERT(columns_count >= 1); IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - ImGuiID id = GetColumnsID(str_id, columns_count); - // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); ImGuiColumns* columns = FindOrCreateColumns(window, id); IM_ASSERT(columns->ID == id); columns->Current = 0; @@ -8609,11 +8609,11 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag // Set state for first column const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); - columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->BackupCursorPosY = window->DC.CursorPos.y; - columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->BackupClipRect = window->ClipRect; + columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range + columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f); + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -8622,7 +8622,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) columns->Columns.resize(0); - // Initialize defaults + // Initialize default widths columns->IsFirstFrame = (columns->Columns.Size == 0); if (columns->Columns.Size == 0) { @@ -8668,17 +8668,19 @@ void ImGui::EndColumns() window->DrawList->ChannelsMerge(); } + const ImGuiColumnsFlags flags = columns->Flags; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); window->DC.CursorPos.y = columns->LineMaxY; - if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->BackupCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) { // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->BackupCursorPosY, window->ClipRect.Min.y); + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); int dragging_column = -1; for (int n = 1; n < columns->Count; n++) @@ -8693,7 +8695,7 @@ void ImGui::EndColumns() continue; bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) + if (!(flags & ImGuiColumnsFlags_NoResize)) { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) @@ -8745,6 +8747,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border) BeginColumns(id, columns_count, flags); } + //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- @@ -9692,7 +9695,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); for (int column_n = 0; column_n < columns->Columns.Size; column_n++) ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); ImGui::TreePop(); diff --git a/imgui.h b/imgui.h index aafcb3a68..0d46ec5d2 100644 --- a/imgui.h +++ b/imgui.h @@ -1293,7 +1293,7 @@ struct ImGuiStyle ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1f01cc4d9..e0d9c761c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2426,6 +2426,32 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(4, NULL, v_borders); + for (int i = 0; i < 4 * 3; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + // Create multiple items in a same cell before switching to next column if (ImGui::TreeNode("Mixed items")) { @@ -2472,32 +2498,6 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - if (ImGui::TreeNode("Borders")) - { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - ImGui::Checkbox("horizontal", &h_borders); - ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4*3; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); - ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); - ImGui::Text("Long text that is likely to clip"); - ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); - } - // Scrolling columns /* if (ImGui::TreeNode("Vertical Scrolling")) diff --git a/imgui_internal.h b/imgui_internal.h index 01f805bab..b8bd9a6c1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -680,11 +680,11 @@ struct ImGuiColumns bool IsBeingResized; int Current; int Count; - float MinX, MaxX; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; - float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() - float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() - ImRect BackupClipRect; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() ImVector Columns; ImGuiColumns() { Clear(); } @@ -696,10 +696,10 @@ struct ImGuiColumns IsBeingResized = false; Current = 0; Count = 1; - MinX = MaxX = 0.0f; + OffMinX = OffMaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - BackupCursorPosY = 0.0f; - BackupCursorMaxPosX = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; Columns.clear(); } }; From 9534ef9b26b1a3240c31f7bd643d8ebfdef01484 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 17:52:56 +0200 Subject: [PATCH 233/687] Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change (c5d83d8a). It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 11 +++++++---- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8a137d4ee..f0d1cf057 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,8 @@ Breaking Changes: Other Changes: - Columns: Fixed Separator from creating an extraneous draw command. (#125) - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) +- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect + but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. ----------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2d505f56e..2d00300e1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1207,13 +1207,15 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. float y1 = window->DC.CursorPos.y; float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(1.0f, 0.0f)); + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); if (!ItemAdd(bb, 0)) return; @@ -1234,8 +1236,9 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) if (columns) PushColumnsBackground(); - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + 1.0f)); - ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); if (!ItemAdd(bb, 0)) { if (columns) From 37174c85e270672526baf526f725e915029b0d77 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 19:05:36 +0200 Subject: [PATCH 234/687] Internal: Scrollbar: Extracted scrollbar code for other uses (eg. table v2 scrolling without using a child window). --- imgui_internal.h | 5 +- imgui_widgets.cpp | 207 ++++++++++++++++++++++++---------------------- 2 files changed, 111 insertions(+), 101 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index b8bd9a6c1..fd579a377 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -956,7 +956,7 @@ struct ImGuiContext bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined @@ -1092,7 +1092,7 @@ struct ImGuiContext DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; MultiSelectScopeId = 0; @@ -1551,6 +1551,7 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2d00300e1..2b4368bcf 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -380,6 +380,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] // - Scrollbar() [Internal] // - Image() // - ImageButton() @@ -777,6 +778,98 @@ ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + + // Update values for rendering + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + ImRect grab_rect; + if (horizontal) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; @@ -787,115 +880,31 @@ void ImGui::Scrollbar(ImGuiAxis axis) const ImGuiID id = GetScrollbarID(window, axis); KeepAliveID(id); - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect host_rect = window->Rect(); + // Calculate our bounding box (FIXME: This is messy, should be made simpler using e.g. InnerRect/WorkRect data). + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + const ImRect win_rect = window->Rect(); const float border_size = window->WindowBorderSize; ImRect bb = horizontal - ? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size) - : ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size); - bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar - bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y); + ? ImRect(win_rect.Min.x + border_size, win_rect.Max.y - style.ScrollbarSize, win_rect.Max.x - other_scrollbar_size - border_size, win_rect.Max.y - border_size) + : ImRect(win_rect.Max.x - style.ScrollbarSize, win_rect.Min.y + border_size, win_rect.Max.x - border_size, win_rect.Max.y - other_scrollbar_size - border_size); + bb.Min.x = ImMax(win_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar + bb.Min.y = ImMax(win_rect.Min.y, bb.Min.y); if (!horizontal) bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? - const float bb_width = bb.GetWidth(); - const float bb_height = bb.GetHeight(); - if (bb_width <= 0.0f || bb_height <= 0.0f) - return; - - // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) - float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - { - alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); - if (alpha <= 0.0f) - return; - } - const bool allow_interaction = (alpha >= 1.0f); - - int window_rounding_corners; + // Select rounding + ImDrawCornerFlags rounding_corners; if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + rounding_corners = ImDrawCornerFlags_BotLeft; else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + if (other_scrollbar_size <= 0.0f) + rounding_corners |= ImDrawCornerFlags_BotRight; - // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; - - // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) - // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); - const float grab_h_norm = grab_h_pixels / scrollbar_size_v; - - // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). - bool held = false; - bool hovered = false; - const bool previously_held = (g.ActiveId == id); - ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); - float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - if (held && allow_interaction && grab_h_norm < 1.0f) - { - float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; - float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; - - // Click position in scrollbar normalized space (0.0f->1.0f) - const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); - - bool seek_absolute = false; - if (!previously_held) - { - // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } - else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } - } - - // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); - if (horizontal) - window->Scroll.x = scroll_v; - else - window->Scroll.y = scroll_v; - - // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); - grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - - // Update distance to grab now that we have seeked and saturated - if (seek_absolute) - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } - - // Render grab - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - ImRect grab_rect; if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y); + ScrollbarEx(bb, id, axis, &window->Scroll.x, window->SizeFull.x - other_scrollbar_size, window->SizeContents.x, rounding_corners); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y)); - window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + ScrollbarEx(bb, id, axis, &window->Scroll.y, window->SizeFull.y - other_scrollbar_size, window->SizeContents.y, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) From 39eeda0227892e5d616b622fe57f53cc9e824dc6 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 9 May 2019 19:30:13 +0200 Subject: [PATCH 235/687] Internal: Scrollbar: Further sane simplification (using InnerMainRect instead of duplicating calculations). --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 41 ++++++++++++++++------------------------- 2 files changed, 17 insertions(+), 25 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f0d1cf057..366b695b1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,7 @@ Other Changes: - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Scrollbar: Very minor bounding box adjustment to cope with various border size. ----------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2b4368bcf..e0ebdbc20 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -875,36 +875,27 @@ void ImGui::Scrollbar(ImGuiAxis axis) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const bool horizontal = (axis == ImGuiAxis_X); - const ImGuiStyle& style = g.Style; const ImGuiID id = GetScrollbarID(window, axis); KeepAliveID(id); - // Calculate our bounding box (FIXME: This is messy, should be made simpler using e.g. InnerRect/WorkRect data). + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); const float other_scrollbar_size = window->ScrollbarSizes[axis]; - const ImRect win_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(win_rect.Min.x + border_size, win_rect.Max.y - style.ScrollbarSize, win_rect.Max.x - other_scrollbar_size - border_size, win_rect.Max.y - border_size) - : ImRect(win_rect.Max.x - style.ScrollbarSize, win_rect.Min.y + border_size, win_rect.Max.x - border_size, win_rect.Max.y - other_scrollbar_size - border_size); - bb.Min.x = ImMax(win_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar - bb.Min.y = ImMax(win_rect.Min.y, bb.Min.y); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? - - // Select rounding - ImDrawCornerFlags rounding_corners; - if (horizontal) - rounding_corners = ImDrawCornerFlags_BotLeft; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(window->InnerMainRect.Min.x, window->InnerMainRect.Max.y); + bb.Max = ImVec2(window->InnerMainRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } else - rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; - if (other_scrollbar_size <= 0.0f) - rounding_corners |= ImDrawCornerFlags_BotRight; - - if (horizontal) - ScrollbarEx(bb, id, axis, &window->Scroll.x, window->SizeFull.x - other_scrollbar_size, window->SizeContents.x, rounding_corners); - else - ScrollbarEx(bb, id, axis, &window->Scroll.y, window->SizeFull.y - other_scrollbar_size, window->SizeContents.y, rounding_corners); + { + bb.Min = ImVec2(window->InnerMainRect.Max.x, window->InnerMainRect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerMainRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) From b50c61c961498e15b5a4c22c7e7e10df13a64e77 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 May 2019 22:30:33 +0200 Subject: [PATCH 236/687] Internal: Begin: Update rectangles before Scrollbar() which now uses them. Fixes 39eeda0. --- imgui.cpp | 66 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 34 insertions(+), 32 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index a75829ef9..7f433ee5c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5307,6 +5307,40 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. + window->SizeFullAtLastBegin = window->SizeFull; + + // UPDATE RECTANGLES + + // Update various regions. Variables they depends on are set above in this function. + // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. + window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(window->ClipRect); + + // Inner rectangle + // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + const ImRect title_bar_rect = window->TitleBarRect(); + window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + + // Inner clipping rectangle will extend a little bit outside the work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + // DRAWING // Setup draw list and outer clipping rectangle @@ -5342,7 +5376,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const float window_border_size = window->WindowBorderSize; const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - const ImRect title_bar_rect = window->TitleBarRect(); if (window->Collapsed) { // Title bar only @@ -5422,37 +5455,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); } - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; - - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. - window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); - - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); - - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); - - // Inner clipping rectangle will extend a little bit outside the work region. - // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); - // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; From 72951a1a85771b721a2011b51a01c6a146c9f1a2 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 May 2019 22:38:10 +0200 Subject: [PATCH 237/687] Internal: Extracted some of the Begin code into RenderWindowTitleBarContents(). --- imgui.cpp | 108 +++++++++++++++++++++++++++++------------------------- 1 file changed, 58 insertions(+), 50 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7f433ee5c..d3ad06fa4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1076,7 +1076,8 @@ static int FindWindowFocusIndex(ImGuiWindow* window); static void UpdateMouseInputs(); static void UpdateMouseWheel(); static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); -static void RenderOuterBorders(ImGuiWindow* window); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); } @@ -4926,7 +4927,7 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, cons window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); } -static void ImGui::RenderOuterBorders(ImGuiWindow* window) +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; @@ -4963,6 +4964,58 @@ static void ImGui::RenderOuterBorders(ImGuiWindow* window) } } +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Close & collapse button are on layer 1 (same as menus) and don't default focus + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Collapse button + if (!(flags & ImGuiWindowFlags_NoCollapse)) + if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) + window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function + + // Close button + if (p_open != NULL) + { + const float rad = g.FontSize * 0.5f; + if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) + *p_open = false; + } + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + ImRect text_r = title_bar_rect; + float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); + float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); + if (style.WindowTitleAlign.x > 0.0f) + pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); + text_r.Min.x += pad_left; + text_r.Max.x -= pad_right; + ImRect clip_rect = text_r; + clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() + RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); + } +} + void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; @@ -4978,7 +5031,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } -// Push a new ImGui window to add widgets to. +// Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). @@ -5438,7 +5491,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Borders - RenderOuterBorders(window); + RenderWindowOuterBorders(window); } // Draw navigation selection/windowing rectangle border @@ -5508,52 +5561,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function - - // Close button - if (p_open != NULL) - { - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) - *p_open = false; - } - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->DC.ItemFlags = item_flags_backup; - - // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) - // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; - ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); - } - } + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. From 7c256fbd40f50683908a91e32610f07e243ac7e0 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 May 2019 22:45:52 +0200 Subject: [PATCH 238/687] Internal: Extracted some of the Begin code into RenderWindowDecorations(). --- imgui.cpp | 148 +++++++++++++++++++++++++++++------------------------- 1 file changed, 79 insertions(+), 69 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d3ad06fa4..d7a75f963 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1077,6 +1077,7 @@ static void UpdateMouseInputs(); static void UpdateMouseWheel(); static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); } @@ -4964,6 +4965,82 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } } +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + float alpha = 1.0f; + if (g.NextWindowData.BgAlphaCond != 0) + alpha = g.NextWindowData.BgAlphaVal; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + g.NextWindowData.BgAlphaCond = 0; + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; @@ -5349,7 +5426,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) int border_held = -1; ImU32 resize_grip_col[4] = { 0 }; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); if (!window->Collapsed) UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); window->ResizeBorderHeld = (signed char)border_held; @@ -5423,76 +5500,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else - { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - float alpha = 1.0f; - if (g.NextWindowData.BgAlphaCond != 0) - alpha = g.NextWindowData.BgAlphaVal; - if (alpha != 1.0f) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); - } - g.NextWindowData.BgAlphaCond = 0; - - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - } - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min+ImVec2(window_border_size,0), menu_bar_rect.Max-ImVec2(window_border_size,0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiAxis_X); - if (window->ScrollbarY) - Scrollbar(ImGuiAxis_Y); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders - RenderWindowOuterBorders(window); - } + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); // Draw navigation selection/windowing rectangle border if (g.NavWindowingTargetAnim == window) From ef13d95466f27b4a955d6f95da90822001ace25f Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 11 May 2019 10:33:56 +0200 Subject: [PATCH 239/687] IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) --- docs/CHANGELOG.txt | 4 ++++ examples/imgui_impl_allegro5.cpp | 4 ++-- examples/imgui_impl_glfw.cpp | 4 ++-- examples/imgui_impl_glut.cpp | 2 +- examples/imgui_impl_marmalade.cpp | 4 ++-- examples/imgui_impl_osx.mm | 5 +++-- examples/imgui_impl_win32.cpp | 4 ++-- imgui.cpp | 8 +++++--- imgui.h | 2 +- 9 files changed, 22 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 366b695b1..1e47efe22 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: +- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). Other Changes: - Columns: Fixed Separator from creating an extraneous draw command. (#125) @@ -40,6 +41,9 @@ Other Changes: - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), + the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode + support. (#2538, #2541) ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index b05fa2a3b..468933900 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). // 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-11-30: Platform: Added touchscreen support. // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. @@ -353,8 +354,7 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev) return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == g_Display) - if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000) - io.AddInputCharacter((unsigned short)ev->keyboard.unichar); + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 0ed9f7d21..090b012d1 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. @@ -120,8 +121,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) g_PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); + io.AddInputCharacter(c); } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index af42d4ae8..78b3c54a3 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -118,7 +118,7 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) //printf("char_down_func %d '%c'\n", c, c); ImGuiIO& io = ImGui::GetIO(); if (c >= 32) - io.AddInputCharacter((unsigned short)c); + io.AddInputCharacter((unsigned int)c); // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26. // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here. diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index 1f2307b20..a101c69af 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. @@ -166,8 +167,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; - if ((e->m_Char > 0 && e->m_Char < 0x10000)) - io.AddInputCharacter((unsigned short)e->m_Char); + io.AddInputCharacter((unsigned int)e->m_Char); return 0; } diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 07381cafe..34a61ff5c 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-07-07: Initial version. @@ -189,8 +190,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) for (int i = 0; i < len; i++) { int c = [str characterAtIndex:i]; - if (c < 0xF700 && !io.KeyCtrl) - io.AddInputCharacter((unsigned short)c); + if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF)) + io.AddInputCharacter((unsigned int)c); // We must reset in case we're pressing a sequence of special keys while keeping the command pressed int key = mapCharacterToKey(c); diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 59cf88cec..85dede4ee 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). @@ -305,8 +306,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); + io.AddInputCharacter((unsigned int)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) diff --git a/imgui.cpp b/imgui.cpp index d7a75f963..227b3ee1d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). @@ -1251,9 +1252,10 @@ ImGuiIO::ImGuiIO() // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message -void ImGuiIO::AddInputCharacter(ImWchar c) +void ImGuiIO::AddInputCharacter(unsigned int c) { - InputQueueCharacters.push_back(c); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1262,7 +1264,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c <= 0xFFFF) + if (c > 0 && c < 0x10000) InputQueueCharacters.push_back((ImWchar)c); } } diff --git a/imgui.h b/imgui.h index 0d46ec5d2..7c05d7c4b 100644 --- a/imgui.h +++ b/imgui.h @@ -1402,7 +1402,7 @@ struct ImGuiIO float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually From 87c5356d977a07abfe05dc0fcdbcebcc73eb47dd Mon Sep 17 00:00:00 2001 From: HolyBlackCat Date: Thu, 9 May 2019 22:03:27 +0300 Subject: [PATCH 240/687] FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. --- docs/CHANGELOG.txt | 2 ++ misc/freetype/README.md | 1 + misc/freetype/imgui_freetype.cpp | 53 ++++++++++++++++++++++++++------ misc/freetype/imgui_freetype.h | 3 +- 4 files changed, 48 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1e47efe22..d7f4ca26a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,8 @@ Other Changes: - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) + Combine with RasterizerFlags::MonoHinting for best results. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/misc/freetype/README.md b/misc/freetype/README.md index 397adec72..b62671cef 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -120,6 +120,7 @@ struct FreeTypeTest WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting); WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold); WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique); + WantRebuild |= ImGui::CheckboxFlags("Monochrome", &FontsFlags, ImGuiFreeType::Monochrome); } ImGui::End(); } diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 4a579ed28..a184d78b6 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -12,6 +12,7 @@ // - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. // - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). +// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) // Gamma Correct Blending: // FreeType assumes blending in linear space rather than gamma space. @@ -109,6 +110,7 @@ namespace FT_Face Face; unsigned int UserFlags; // = ImFontConfig::RasterizerFlags FT_Int32 LoadFlags; + FT_Render_Mode RenderMode; }; // From SDL_ttf: Handy routines for converting from fixed point @@ -142,6 +144,11 @@ namespace else LoadFlags |= FT_LOAD_TARGET_NORMAL; + if (UserFlags & ImGuiFreeType::Monochrome) + RenderMode = FT_RENDER_MODE_MONO; + else + RenderMode = FT_RENDER_MODE_NORMAL; + return true; } @@ -208,7 +215,7 @@ namespace const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) { FT_GlyphSlot slot = Face->glyph; - FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL); + FT_Error error = FT_Render_Glyph(slot, RenderMode); if (error != 0) return NULL; @@ -230,16 +237,42 @@ namespace const uint8_t* src = ft_bitmap->buffer; const uint32_t src_pitch = ft_bitmap->pitch; - if (multiply_table == NULL) + switch (ft_bitmap->pixel_mode) { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - memcpy(dst, src, w); - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = multiply_table[src[x]]; + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + memcpy(dst, src, w); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = multiply_table[src[x]]; + } + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + uint8_t color0 = multiply_table ? multiply_table[0] : 0; + uint8_t color1 = multiply_table ? multiply_table[255] : 255; + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = (bits & 0x80) ? color1 : color0; + } + } + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); } } } diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h index b4b0fd66e..d65c77246 100644 --- a/misc/freetype/imgui_freetype.h +++ b/misc/freetype/imgui_freetype.h @@ -24,7 +24,8 @@ namespace ImGuiFreeType LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. Bold = 1 << 5, // Styling: Should we artificially embolden the font? - Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style? + Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + Monochrome = 1 << 7 // Disable anti-aliasing. Combine this with MonoHinting for best results! }; IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); From aca6ee1a912fd6bf022cce15a5c25a2eb2c0f6df Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 11 May 2019 11:25:49 +0200 Subject: [PATCH 241/687] Cast ImTextureId to void* before printing in Metrics window. (#2548) --- imgui.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 227b3ee1d..b9cce1f90 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9670,7 +9670,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", 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 pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), + "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; From 7355c847016ec01f0c5b2186f56d7783e75ceb4c Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 12 May 2019 21:35:05 +0200 Subject: [PATCH 242/687] Tweak EndGroup() to facilitate fixing #2550 later (currently should have no side-effect0. Demo: Add extra widget to status query test. --- imgui.cpp | 9 ++++++--- imgui_demo.cpp | 21 +++++++++++++-------- 2 files changed, 19 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b9cce1f90..9087752ad 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6825,10 +6825,13 @@ void ImGui::EndGroup() // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + else if (group_contains_prev_active_id) window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e0d9c761c..f9cb7c6b4 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1533,10 +1533,11 @@ static void ShowDemoWindowWidgets() ImGui::RadioButton("Checkbox", &item_type, 2); ImGui::RadioButton("SliderFloat", &item_type, 3); ImGui::RadioButton("InputText", &item_type, 4); - ImGui::RadioButton("ColorEdit4", &item_type, 5); - ImGui::RadioButton("MenuItem", &item_type, 6); - ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7); - ImGui::RadioButton("ListBox", &item_type, 8); + ImGui::RadioButton("InputFloat3", &item_type, 5); + ImGui::RadioButton("ColorEdit4", &item_type, 6); + ImGui::RadioButton("MenuItem", &item_type, 7); + ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 8); + ImGui::RadioButton("ListBox", &item_type, 9); ImGui::Separator(); bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction @@ -1544,10 +1545,11 @@ static void ShowDemoWindowWidgets() if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 6) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 8) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 5) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 6) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 7) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 8) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 9) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1628,6 +1630,9 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); + static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; + ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window. static bool test_window = false; From 0b485f12d7b420a12a53a9a2d685e0cb75532a87 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 11:25:38 +0200 Subject: [PATCH 243/687] Internal: Minor tidying/reordering of sections within ImGuiContext / window DC. --- imgui.cpp | 16 +++++++++------- imgui_internal.h | 49 ++++++++++++++++++++++++++++++----------------- imgui_widgets.cpp | 2 +- 3 files changed, 41 insertions(+), 26 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 9087752ad..808594bcd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6786,7 +6786,7 @@ void ImGui::BeginGroup() group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; + group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; @@ -6804,8 +6804,7 @@ void ImGui::EndGroup() ImGuiGroupData& group_data = window->DC.GroupStack.back(); - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); @@ -6816,13 +6815,16 @@ void ImGui::EndGroup() if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return - if (group_data.AdvanceCursor) + if (!group_data.EmitItem) { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), 0.0f); - ItemAdd(group_bb, 0); + window->DC.GroupStack.pop_back(); + return; } + window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), 0.0f); + ItemAdd(group_bb, 0); + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // Also if you grep for LastItemId you'll notice it is only used in that context. diff --git a/imgui_internal.h b/imgui_internal.h index fd579a377..868a3e983 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -575,7 +575,7 @@ struct ImGuiGroupData float BackupCurrentLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; - bool AdvanceCursor; + bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. @@ -818,11 +818,12 @@ struct ImGuiContext float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; - double Time; int FrameCount; int FrameCountEnded; int FrameCountRendered; + + // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector WindowsSortBuffer; @@ -832,39 +833,45 @@ struct ImGuiContext ImGuiWindow* CurrentWindow; // Being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) int ActiveIdBlockNavInputFlags; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEdited; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - ImVec2 LastValidMousePos; - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions + ImGuiCond NextTreeNodeOpenCond; + + // Shared stacks ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; // Navigation data (for gamepad/keyboard) ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' @@ -948,6 +955,7 @@ struct ImGuiContext ImVector TabSortByWidthBuffer; // Widget state + ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. @@ -1003,37 +1011,41 @@ struct ImGuiContext FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; + MovingWindow = NULL; + HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; - ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; ActiveIdHasBeenPressed = false; ActiveIdHasBeenEdited = false; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; ActiveIdAllowNavDirFlags = 0x00; ActiveIdBlockNavInputFlags = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); - ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEdited = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; LastActiveIdTimer = 0.0f; - LastValidMousePos = ImVec2(0.0f, 0.0f); - MovingWindow = NULL; + NextTreeNodeOpenVal = false; NextTreeNodeOpenCond = 0; @@ -1087,6 +1099,7 @@ struct ImGuiContext CurrentTabBar = NULL; + LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; DragCurrentAccumDirty = false; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e0ebdbc20..f09e80be8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5903,7 +5903,7 @@ void ImGui::EndMenuBar() PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().AdvanceCursor = false; + window->DC.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; From 36e714a4590db3299cd72c695ff66c1fe62a47da Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 14:45:41 +0200 Subject: [PATCH 244/687] Internal: Storing flags for NextWindowData so that we can clear everything with a single write and remove dummy condition fields. --- imgui.cpp | 38 ++++++++++---------- imgui_internal.h | 89 ++++++++++++++++++++++------------------------- imgui_widgets.cpp | 10 +++--- 3 files changed, 67 insertions(+), 70 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 808594bcd..781614d2f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4636,7 +4636,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -4993,13 +4993,12 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); float alpha = 1.0f; - if (g.NextWindowData.BgAlphaCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) alpha = g.NextWindowData.BgAlphaVal; if (alpha != 1.0f) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); } - g.NextWindowData.BgAlphaCond = 0; // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) @@ -5130,7 +5129,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_created = (window == NULL); if (window_just_created) { - ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. window = CreateNewWindow(name, size_on_first_use, flags); } @@ -5194,7 +5193,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.PosCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -5210,13 +5209,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.SizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.ContentSizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) { // Adjust passed "client size" to become a "window size" window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; @@ -5227,9 +5226,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); } - if (g.NextWindowData.CollapsedCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -5607,7 +5606,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.Clear(); + g.NextWindowData.ClearFlags(); if (flags & ImGuiWindowFlags_ChildWindow) { @@ -6397,6 +6396,7 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; @@ -6406,6 +6406,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -6413,7 +6414,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; @@ -6422,14 +6423,15 @@ void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& s void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. - g.NextWindowData.ContentSizeCond = ImGuiCond_Always; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -6437,14 +6439,14 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; - g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } // FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. @@ -7144,7 +7146,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } @@ -7166,7 +7168,7 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; @@ -7182,13 +7184,13 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; diff --git a/imgui_internal.h b/imgui_internal.h index 868a3e983..494d54812 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -71,7 +71,7 @@ struct ImGuiInputTextState; // Internal state of the currently focused/e struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result -struct ImGuiNextWindowData; // Storage for SetNexWindow** functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it @@ -82,17 +82,18 @@ struct ImGuiWindowTempData; // Temporary storage for one window (that's struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. -typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() -typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests -typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() -typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() //------------------------------------------------------------------------- // STB libraries includes @@ -743,44 +744,38 @@ struct ImGuiNavMoveResult void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 +}; + // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond ContentSizeCond; - ImGuiCond CollapsedCond; - ImGuiCond SizeConstraintCond; - ImGuiCond FocusCond; - ImGuiCond BgAlphaCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. - - ImGuiNextWindowData() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); - ContentSizeVal = ImVec2(0.0f, 0.0f); - CollapsedVal = false; - SizeConstraintRect = ImRect(); - SizeCallback = NULL; - SizeCallbackUserData = NULL; - BgAlphaVal = FLT_MAX; - MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - } - - void Clear() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - } + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; //----------------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f09e80be8..490b672d7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1350,8 +1350,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1403,9 +1403,9 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - if (backup_next_window_size_constraint) + if (has_window_size_constraint) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else @@ -1495,7 +1495,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) From 632469d2e5533f2a3ffda2ccd5c96551b479a2b7 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 15:11:25 +0200 Subject: [PATCH 245/687] Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Refactored SetNextItemXXX stuff to match SetNextWindowXXX code closely. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 24 ++++++++++++++---------- imgui.h | 7 +++++-- imgui_demo.cpp | 9 ++++++++- imgui_internal.h | 30 ++++++++++++++++++++++-------- imgui_widgets.cpp | 20 ++++++++++---------- 6 files changed, 60 insertions(+), 31 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d7f4ca26a..641e11c1b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,7 @@ HOW TO UPDATE? Breaking Changes: - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). +- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). Other Changes: - Columns: Fixed Separator from creating an extraneous draw command. (#125) diff --git a/imgui.cpp b/imgui.cpp index 781614d2f..3baeed9d6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). @@ -2840,6 +2841,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) window->DC.LastItemId = id; window->DC.LastItemRect = bb; window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) @@ -5794,8 +5796,9 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind void ImGui::SetNextItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.NextItemWidth = item_width; + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; } void ImGui::PushItemWidth(float item_width) @@ -5825,15 +5828,16 @@ void ImGui::PopItemWidth() } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), -// Then consume the +// Then _consume_ the SetNextItemWidth() data. float ImGui::GetNextItemWidth() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; float w; - if (window->DC.NextItemWidth != FLT_MAX) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) { - w = window->DC.NextItemWidth; - window->DC.NextItemWidth = FLT_MAX; + w = g.NextItemData.Width; + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } else { @@ -5852,10 +5856,10 @@ float ImGui::GetNextItemWidth() // (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) float ImGui::CalcItemWidth() { - ImGuiWindow* window = GImGui->CurrentWindow; - float backup_next_item_width = window->DC.NextItemWidth; + ImGuiContext& g = *GImGui; + ImGuiNextItemDataFlags backup_flags = g.NextItemData.Flags; float w = GetNextItemWidth(); - window->DC.NextItemWidth = backup_next_item_width; + g.NextItemData.Flags = backup_flags; return w; } diff --git a/imgui.h b/imgui.h index 7c05d7c4b..0bcea46bd 100644 --- a/imgui.h +++ b/imgui.h @@ -494,9 +494,9 @@ namespace ImGui IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode - IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. @@ -1173,7 +1173,7 @@ enum ImGuiMouseCursor_ #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ @@ -1529,6 +1529,9 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.71 (from May 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index f9cb7c6b4..7ce699d17 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -568,13 +568,20 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. + // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) { }; + if (ImGui::SmallButton("button")) {}; ImGui::TreePop(); } + } ImGui::TreePop(); } diff --git a/imgui_internal.h b/imgui_internal.h index 494d54812..d45086578 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -72,6 +72,7 @@ struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() intern struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it @@ -90,6 +91,7 @@ typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // F typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() @@ -778,6 +780,24 @@ struct ImGuiNextWindowData inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } +}; + //----------------------------------------------------------------------------- // Tabs //----------------------------------------------------------------------------- @@ -858,8 +878,7 @@ struct ImGuiContext // Next window/item data ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions // Shared stacks ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() @@ -1041,9 +1060,6 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; - NextTreeNodeOpenVal = false; - NextTreeNodeOpenCond = 0; - NavWindow = NULL; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; @@ -1166,7 +1182,6 @@ struct IMGUI_API ImGuiWindowTempData // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float NextItemWidth; float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVectorItemFlagsStack; ImVector ItemWidthStack; @@ -1202,7 +1217,6 @@ struct IMGUI_API ImGuiWindowTempData ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; - NextItemWidth = +FLT_MAX; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); @@ -1569,7 +1583,7 @@ namespace ImGui IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 490b672d7..301634c90 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4906,7 +4906,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreePop() // - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() -// - SetNextTreeNodeOpen() +// - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- @@ -5000,17 +5000,17 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextTreeNodeOpenCond != 0) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextItemData.OpenCond & ImGuiCond_Always) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5019,7 +5019,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5027,7 +5027,6 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.NextTreeNodeOpenCond = 0; } else { @@ -5256,13 +5255,14 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). From 64dbd932d2b8056a7ad7c85d68f76f2f7738e889 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 15:29:00 +0200 Subject: [PATCH 246/687] Internal: Removed GetNextItemWidth(), relying on ItemAdd or NextItemData.ClearFlags() to clear the width data. Amend 5078fa20 and undo some of its effects of imgui_widgets.cpp --- imgui.cpp | 34 +++++++++++----------------------- imgui_internal.h | 1 - imgui_widgets.cpp | 42 ++++++++++++++++++++++++------------------ 3 files changed, 35 insertions(+), 42 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3baeed9d6..e5b2da507 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5803,14 +5803,17 @@ void ImGui::SetNextItemWidth(float item_width) void ImGui::PushItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = GImGui->Style; const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); @@ -5818,6 +5821,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) for (int i = 0; i < components-1; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() @@ -5827,22 +5831,17 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } -// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), -// Then _consume_ the SetNextItemWidth() data. -float ImGui::GetNextItemWidth() +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float w; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) - { w = g.NextItemData.Width; - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; - } else - { w = window->DC.ItemWidth; - } if (w < 0.0f) { float region_max_x = GetWorkRectMax().x; @@ -5852,21 +5851,10 @@ float ImGui::GetNextItemWidth() return w; } -// Calculate item width *without* popping/consuming NextItemWidth if it was set. -// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) -float ImGui::CalcItemWidth() -{ - ImGuiContext& g = *GImGui; - ImGuiNextItemDataFlags backup_flags = g.NextItemData.Flags; - float w = GetNextItemWidth(); - g.NextItemData.Flags = backup_flags; - return w; -} - -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == GetNextItemWidth(). +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match GetNextItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; diff --git a/imgui_internal.h b/imgui_internal.h index d45086578..71628f59a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1475,7 +1475,6 @@ namespace ImGui IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API float GetNextItemWidth(); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 301634c90..c59558e41 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -320,7 +320,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); @@ -1091,7 +1091,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1364,7 +1364,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = GetNextItemWidth(); + const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -1991,8 +1991,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); - + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -2064,7 +2063,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -2111,7 +2110,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); PopItemWidth(); @@ -2156,7 +2155,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); PopItemWidth(); @@ -2434,7 +2433,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); @@ -2512,7 +2511,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -2800,7 +2799,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - SetNextItemWidth(ImMax(1.0f, GetNextItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); @@ -2848,7 +2847,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { @@ -3298,7 +3297,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); @@ -4056,8 +4055,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = GetNextItemWidth() - w_extra; + const float w_items_all = CalcItemWidth() - w_extra; const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); @@ -4337,6 +4337,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + PushID(label); BeginGroup(); @@ -4363,7 +4366,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, GetNextItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); @@ -5255,6 +5258,7 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } +// Set next TreeNode/CollapsingHeader open state. void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; @@ -5452,20 +5456,22 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImGuiStyle& style = GetStyle(); + const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) { @@ -5578,7 +5584,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) - frame_size.x = GetNextItemWidth(); + frame_size.x = CalcItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); From 99a845053a815e7767b0d2c785a640b1cded871d Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 18:15:39 +0200 Subject: [PATCH 247/687] Internal: Renamed fields + minor tweaks (probably shallow break stack-layout pr, sorry!) --- docs/TODO.txt | 1 + imgui.cpp | 44 ++++++++++++++++++++++---------------------- imgui_internal.h | 26 +++++++++++++------------- imgui_widgets.cpp | 28 ++++++++++++++-------------- 4 files changed, 50 insertions(+), 49 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 97594ba48..79b170ad8 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -67,6 +67,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - widgets: checkbox with custom glyph inside frame. + - widgets: IsItemEdited() on InputScalar keeps returning true because InputText vs formatted output are mismatched. - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) diff --git a/imgui.cpp b/imgui.cpp index e5b2da507..7cf0ba6b7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2679,8 +2679,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenPressed = false; - g.ActiveIdHasBeenEdited = false; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; if (id != 0) { g.LastActiveId = id; @@ -2759,7 +2759,7 @@ void ImGui::MarkItemEdited(ImGuiID id) IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEdited = true; + g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -2792,10 +2792,11 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y) return; // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); + const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); @@ -2804,7 +2805,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y) window->DC.PrevLineSize.y = line_height; window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) @@ -3529,7 +3530,7 @@ void ImGui::NewFrame() g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; @@ -4341,7 +4342,7 @@ bool ImGui::IsItemDeactivated() bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } bool ImGui::IsItemFocused() @@ -5530,8 +5531,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; @@ -6776,8 +6777,8 @@ void ImGui::BeginGroup() group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -6785,7 +6786,7 @@ void ImGui::BeginGroup() window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return } @@ -6804,8 +6805,8 @@ void ImGui::EndGroup() window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return @@ -6815,7 +6816,7 @@ void ImGui::EndGroup() return; } - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize(), 0.0f); ItemAdd(group_bb, 0); @@ -6832,7 +6833,6 @@ void ImGui::EndGroup() window->DC.LastItemRect = group_bb; window->DC.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -6860,8 +6860,8 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w) window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } void ImGui::Indent(float indent_w) @@ -8435,8 +8435,8 @@ void ImGui::NextColumn() } window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; PushColumnClipRect(columns->Current); PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup diff --git a/imgui_internal.h b/imgui_internal.h index 71628f59a..048ee49d2 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -574,8 +574,8 @@ struct ImGuiGroupData ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; - ImVec2 BackupCurrentLineSize; - float BackupCurrentLineTextBaseOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool EmitItem; @@ -774,7 +774,7 @@ struct ImGuiNextWindowData ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } @@ -861,8 +861,8 @@ struct ImGuiContext float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. - bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) int ActiveIdBlockNavInputFlags; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) @@ -870,7 +870,7 @@ struct ImGuiContext ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; + bool ActiveIdPreviousFrameHasBeenEditedBefore; ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. @@ -1044,8 +1044,8 @@ struct ImGuiContext ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; - ActiveIdHasBeenPressed = false; - ActiveIdHasBeenEdited = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; ActiveIdAllowNavDirFlags = 0x00; ActiveIdBlockNavInputFlags = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); @@ -1054,7 +1054,7 @@ struct ImGuiContext ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; LastActiveId = 0; @@ -1154,9 +1154,9 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position in client area with padding ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame - ImVec2 CurrentLineSize; - float CurrentLineTextBaseOffset; + ImVec2 CurrLineSize; ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; float PrevLineTextBaseOffset; int TreeDepth; ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. @@ -1197,8 +1197,8 @@ struct IMGUI_API ImGuiWindowTempData ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; TreeStoreMayJumpToParentOnPop = 0x00; LastItemId = 0; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c59558e41..117a047de 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -139,7 +139,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) @@ -358,8 +358,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -563,7 +563,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.ActiveId == id) { if (pressed) - g.ActiveIdHasBeenPressed = true; + g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) @@ -611,8 +611,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); @@ -1125,7 +1125,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1179,7 +1179,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrentLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0,0)); else ItemSize(ImVec2(0.0f, g.FontSize)); @@ -1193,8 +1193,8 @@ void ImGui::AlignTextToFramePadding() return; ImGuiContext& g = *GImGui; - window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line @@ -1213,7 +1213,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); ItemSize(ImVec2(thickness_layout, 0.0f)); if (!ItemAdd(bb, 0)) @@ -5060,8 +5060,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { @@ -5330,7 +5330,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrentLineTextBaseOffset; + pos.y += window->DC.CurrLineTextBaseOffset; ImRect bb_inner(pos, pos + size); ItemSize(size); From d3a387cc1865b7d147a73f728b7823fb965a00f9 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 19:04:57 +0200 Subject: [PATCH 248/687] Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. (#1875, #2034) --- docs/CHANGELOG.txt | 3 +++ docs/TODO.txt | 1 - imgui.h | 3 ++- imgui_widgets.cpp | 14 +++++++++++--- 4 files changed, 16 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 641e11c1b..31c8ed8da 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,9 @@ Other Changes: - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple + times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). + It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. - Scrollbar: Very minor bounding box adjustment to cope with various border size. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. diff --git a/docs/TODO.txt b/docs/TODO.txt index 79b170ad8..97594ba48 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -67,7 +67,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - widgets: checkbox with custom glyph inside frame. - - widgets: IsItemEdited() on InputScalar keeps returning true because InputText vs formatted output are mismatched. - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) diff --git a/imgui.h b/imgui.h index 0bcea46bd..75a2ae7f8 100644 --- a/imgui.h +++ b/imgui.h @@ -763,7 +763,8 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 117a047de..bcd5d3b92 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2760,7 +2760,8 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImStrTrimBlanks(data_buf); g.CurrentWindow->DC.CursorPos = bb.Min; - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); if (init) { @@ -2769,7 +2770,11 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, g.TempInputTextId = g.ActiveId; } if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + if (value_changed) + MarkItemEdited(id); + } return false; } @@ -2792,6 +2797,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. if (step != NULL) { @@ -2833,6 +2839,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); return value_changed; } @@ -4012,7 +4020,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed) + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); From fc3c3de551cbc5c13443f6e25977078006275713 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 May 2019 19:05:41 +0200 Subject: [PATCH 249/687] Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 14 ++++++++++++++ imgui_internal.h | 6 +++++- 3 files changed, 21 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 31c8ed8da..8a2d53c2e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,8 @@ Other Changes: - Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. +- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and + after EndGroup(). (#2550, #1875) - Scrollbar: Very minor bounding box adjustment to cope with various border size. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. diff --git a/imgui.cpp b/imgui.cpp index 7cf0ba6b7..20840931c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2692,6 +2692,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; @@ -2759,6 +2760,7 @@ void ImGui::MarkItemEdited(ImGuiID id) IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -3532,6 +3534,7 @@ void ImGui::NewFrame() g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) @@ -4336,6 +4339,8 @@ bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } @@ -6832,6 +6837,15 @@ void ImGui::EndGroup() window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + window->DC.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } diff --git a/imgui_internal.h b/imgui_internal.h index 048ee49d2..a44e5667d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -381,7 +381,9 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui-test only] @@ -863,6 +865,7 @@ struct ImGuiContext bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) int ActiveIdBlockNavInputFlags; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) @@ -1046,6 +1049,7 @@ struct ImGuiContext ActiveIdAllowOverlap = false; ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; ActiveIdAllowNavDirFlags = 0x00; ActiveIdBlockNavInputFlags = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); From 679cf7434e1190e40e79da0734c3a1c3d0a44e81 Mon Sep 17 00:00:00 2001 From: Lionel Landwerlin Date: Sat, 18 May 2019 09:43:30 +0100 Subject: [PATCH 250/687] Fix undefined behavior (#2561) --- imgui_draw.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 467555cf5..c352db054 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1779,7 +1779,7 @@ static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVectorpush_back((int)((it - it_begin) << 5) + bit_n); } From e6109a914547ab065acebfdd366779a3af130d50 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 18 May 2019 11:18:12 +0200 Subject: [PATCH 251/687] Fixed ColorEdit breakage introduced by d3a387c (#2557, #1875, #2034) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bcd5d3b92..d34f519ca 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2775,7 +2775,7 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, if (value_changed) MarkItemEdited(id); } - return false; + return value_changed; } bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) From 02de498a41d0a42f8996adba3157c3a622ee6303 Mon Sep 17 00:00:00 2001 From: Andrew Willmott Date: Sat, 18 May 2019 16:34:58 +0100 Subject: [PATCH 252/687] Add native mac copy/paste support to match win32 (#2546) --- .../project.pbxproj | 6 --- examples/imgui_impl_osx.mm | 26 --------- imgui.cpp | 54 +++++++++++++++++++ 3 files changed, 54 insertions(+), 32 deletions(-) diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj index 205041022..5bdf74b58 100644 --- a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -38,14 +38,11 @@ 4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = ""; }; 4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = ""; }; 4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = ""; }; - 4080A9A420B0343C0036BA46 /* stb_truetype.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_truetype.h; path = ../../stb_truetype.h; sourceTree = ""; }; 4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = ""; }; 4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = ""; }; 4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = ""; }; 4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = ""; }; - 4080A9A920B0343C0036BA46 /* stb_rect_pack.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_rect_pack.h; path = ../../stb_rect_pack.h; sourceTree = ""; }; 4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = ""; }; - 4080A9AB20B0343C0036BA46 /* stb_textedit.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_textedit.h; path = ../../stb_textedit.h; sourceTree = ""; }; 4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = ""; }; 4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; }; 4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; }; @@ -74,9 +71,6 @@ 4080A9A620B0343C0036BA46 /* imgui_demo.cpp */, 4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */, 4080A9A520B0343C0036BA46 /* imgui_internal.h */, - 4080A9A920B0343C0036BA46 /* stb_rect_pack.h */, - 4080A9AB20B0343C0036BA46 /* stb_textedit.h */, - 4080A9A420B0343C0036BA46 /* stb_truetype.h */, 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */, 4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */, 4080A9A120B034280036BA46 /* imgui_impl_osx.h */, diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 34a61ff5c..a1713ea95 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -55,32 +55,6 @@ bool ImGui_ImplOSX_Init() io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.SetClipboardTextFn = [](void*, const char* str) -> void - { - NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; - [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; - [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; - }; - - io.GetClipboardTextFn = [](void*) -> const char* - { - NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; - NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; - if (![available isEqualToString:NSPasteboardTypeString]) - return NULL; - - NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; - if (string == nil) - return NULL; - - const char* string_c = (const char*)[string UTF8String]; - size_t string_len = strlen(string_c); - static ImVector s_clipboard; - s_clipboard.resize((int)string_len + 1); - strcpy(s_clipboard.Data, string_c); - return s_clipboard.Data; - }; - return true; } diff --git a/imgui.cpp b/imgui.cpp index 20840931c..1ae4fbbbd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9524,6 +9524,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #else #include #endif +#elif defined(__APPLE__) +#include #endif // Win32 API clipboard implementation @@ -9576,6 +9578,58 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } +#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) +#include // use ye olde worlde API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*) text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID) 1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + + for (int i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + + int length = (int) CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*) clipboard_text.Data); + clipboard_text[length] = 0; + + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return ""; +} + #else // Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers From 31e3e861ef02b5c5dc677de447d2579bb29e033e Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 18 May 2019 17:44:09 +0200 Subject: [PATCH 253/687] Update changelog, comments, made empty/no-text clipboard return NULL as with other implementation. Minor style tweaks. (#2546) Fixed IMGUI_DISABLE_WIN32_FUNCTIONS not disabling IME code. --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_osx.mm | 4 ++++ imconfig.h | 3 ++- imgui.cpp | 24 +++++++++++------------- 4 files changed, 19 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8a2d53c2e..d784c8437 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,8 @@ Other Changes: - Scrollbar: Very minor bounding box adjustment to cope with various border size. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. +- Add native Mac clipboard copy/paste default implementation in core library to match what we are + dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index a1713ea95..c5562b4df 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. // 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-07-07: Initial version. @@ -55,6 +56,9 @@ bool ImGui_ImplOSX_Init() io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; + // We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers, + // because imgui.cpp has a default for them that works with OSX. + return true; } diff --git a/imconfig.h b/imconfig.h index 825505bf0..b496ae911 100644 --- a/imconfig.h +++ b/imconfig.h @@ -31,7 +31,8 @@ //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. -//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). diff --git a/imgui.cpp b/imgui.cpp index 1ae4fbbbd..66a4008fd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9528,13 +9528,13 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #include #endif -// Win32 API clipboard implementation #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") #endif +// Win32 clipboard implementation static const char* GetClipboardTextFn_DefaultImpl(void*) { static ImVector buf_local; @@ -9579,18 +9579,20 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) } #elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) -#include // use ye olde worlde API to avoid need for separate .mm file + +#include // Use old API to avoid need for separate .mm file static PasteboardRef main_clipboard = 0; +// OSX clipboard implementation static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); - CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*) text, strlen(text)); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); if (cf_data) { - PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID) 1, CFSTR("public.utf8-plain-text"), cf_data, 0); + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); CFRelease(cf_data); } } @@ -9603,7 +9605,6 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) ItemCount item_count = 0; PasteboardGetItemCount(main_clipboard, &item_count); - for (int i = 0; i < item_count; i++) { PasteboardItemID item_id = 0; @@ -9616,30 +9617,27 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) { static ImVector clipboard_text; - - int length = (int) CFDataGetLength(cf_data); + int length = (int)CFDataGetLength(cf_data); clipboard_text.resize(length + 1); - CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*) clipboard_text.Data); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); clipboard_text[length] = 0; - CFRelease(cf_data); return clipboard_text.Data; } } } - return ""; + return NULL; } #else -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); } -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; @@ -9653,7 +9651,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #endif // Win32 API IME support (for Asian languages, etc.) -#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER From f242cd4d8a516b8993fb55d61445b03cfde7fe78 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 19 May 2019 17:15:14 +0200 Subject: [PATCH 254/687] Fixed GCC mem-access warnings (#2565) + using "if defined" more consistently for Clang. --- imgui.cpp | 2 +- imgui_demo.cpp | 2 +- imgui_draw.cpp | 12 ++++++------ imgui_internal.h | 17 +++++++++++++---- imgui_widgets.cpp | 2 +- 5 files changed, 22 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 66a4008fd..5334a35fb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -995,7 +995,7 @@ CODE #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7ce699d17..1bc4a244f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -63,7 +63,7 @@ Index of this file: #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' diff --git a/imgui_draw.cpp b/imgui_draw.cpp index c352db054..bcea633b5 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -52,7 +52,7 @@ Index of this file: #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. @@ -100,7 +100,7 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" @@ -108,7 +108,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers @@ -151,15 +151,15 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic pop #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop #endif -#ifdef _MSC_VER +#if defined(_MSC_VER) #pragma warning (pop) #endif diff --git a/imgui_internal.h b/imgui_internal.h index a44e5667d..8c4ef1d92 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -36,15 +36,17 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Visual Studio warnings #ifdef _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 -#ifdef __clang__ +// Clang/GCC warnings with -Weverything +#if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" @@ -52,6 +54,11 @@ Index of this file: #if __has_warning("-Wdouble-promotion") #pragma clang diagnostic ignored "-Wdouble-promotion" #endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#if __GNUC__ >= 8 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif #endif //----------------------------------------------------------------------------- @@ -1645,8 +1652,10 @@ extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGu #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop #endif #ifdef _MSC_VER diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d34f519ca..8b05f7727 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -51,7 +51,7 @@ Index of this file: #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. From 392ab0858062040133ba8896e30344bf8182a6bb Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 May 2019 16:46:26 +0200 Subject: [PATCH 255/687] BeginPopupContextItem(): Skip processing when SkipItems is set as LastItemId is unreliable and we assert when it is zero. + Minor comments on columns. --- imgui.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5334a35fb..46ecb3cab 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7229,6 +7229,8 @@ void ImGui::EndPopup() bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -8435,7 +8437,8 @@ void ImGui::NextColumn() columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (++columns->Current < columns->Count) { - // New column (columns 1+ cancels out IndentX) + // Columns 1+ cancel out IndentX + // FIXME-COLUMNS: Unnecessary, could be locked? window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; window->DrawList->ChannelsSetCurrent(columns->Current + 1); } @@ -8452,7 +8455,7 @@ void ImGui::NextColumn() window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; - PushColumnClipRect(columns->Current); + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup } From 882d2c3aea70065d35c9a3ed9b77a08dbfde3355 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 21 May 2019 12:18:34 +0200 Subject: [PATCH 256/687] Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) + comments --- docs/CHANGELOG.txt | 1 + imgui.cpp | 10 +++++++--- imgui_widgets.cpp | 2 +- 3 files changed, 9 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d784c8437..143168a74 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,6 +46,7 @@ Other Changes: It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. - Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875) +- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) - Scrollbar: Very minor bounding box adjustment to cope with various border size. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. diff --git a/imgui.cpp b/imgui.cpp index 46ecb3cab..1516d2594 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2831,9 +2831,13 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { // Navigation processing runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. - // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 8b05f7727..ab1f657fc 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5850,7 +5850,7 @@ void ImGui::EndMainMenuBar() // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) FocusTopMostWindowUnderOne(g.NavWindow, NULL); End(); From 34b881eb12ef8246b011fa9344dc39399859744d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 21 May 2019 12:45:27 +0200 Subject: [PATCH 257/687] ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge case overflow when adding character 0xFFFF. (#2568) --- docs/CHANGELOG.txt | 2 ++ imgui.h | 11 ++++++----- imgui_draw.cpp | 5 +++-- 3 files changed, 11 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 143168a74..a955d1a8a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Other Changes: - Scrollbar: Very minor bounding box adjustment to cope with various border size. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. +- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not + fully cleared. Fixed edge case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] - Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), diff --git a/imgui.h b/imgui.h index 75a2ae7f8..77fc9c8a2 100644 --- a/imgui.h +++ b/imgui.h @@ -1997,12 +1997,13 @@ struct ImFontGlyph // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges diff --git a/imgui_draw.cpp b/imgui_draw.cpp index bcea633b5..dcbaae066 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2391,11 +2391,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - for (int n = 0; n < 0x10000; n++) + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < 0x10000 && GetBit(n + 1)) + while (n < max_codepoint - 1 && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } From a2eec8f5b54b50c0ed76aa9115ac41bca23a5270 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 22 May 2019 21:43:42 +0200 Subject: [PATCH 258/687] Fix OuterRectClipped not being clipped correctly, which resulted in child window outside visible bound to not be marked with SkipItems. Broken in b50c61c961498e15b5a4c22c7e7e10df13a64e77. + Comments on InnerClipRect being misleading. Demo: Tweak to sizing of child window in the Layout->Scrolling section. --- imgui.cpp | 19 +++++++++++-------- imgui_demo.cpp | 10 +++++++--- imgui_internal.h | 5 +++-- 3 files changed, 21 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 1516d2594..7baf6d8aa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5463,10 +5463,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); - // Inner rectangle // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. @@ -5476,13 +5472,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + // Outer host rectangle for drawing background and borders + ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(host_rect); + // Inner clipping rectangle will extend a little bit outside the work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // FIXME: This is currently not clipped by the host rectangle, which is misleading because our call to PushClipRect() below will do it anyway. + // If we fix the value in InnerClipRect, which is desirable, we need to fix the two lines of code relying on it. window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + //window->InnerClipRect.ClipWithFull(host_rect); // DRAWING @@ -5490,10 +5496,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->Clear(); window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + PushClipRect(host_rect.Min, host_rect.Max, false); // Draw modal window background (darkens what is behind them, all viewports) const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1bc4a244f..af0700c4e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2056,14 +2056,17 @@ static void ShowDemoWindowLayout() bool scroll_to = ImGui::Button("Scroll To Pos"); ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); ImGui::PopItemWidth(); - if (scroll_to) track = false; + if (scroll_to) + track = false; + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; for (int i = 0; i < 5; i++) { if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true); if (scroll_to) ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); for (int line = 0; line < 100; line++) @@ -2078,7 +2081,8 @@ static void ShowDemoWindowLayout() ImGui::Text("Line %d", line); } } - float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); ImGui::EndChild(); ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); ImGui::EndGroup(); diff --git a/imgui_internal.h b/imgui_internal.h index 8c4ef1d92..199cda6a0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1290,8 +1290,9 @@ struct IMGUI_API ImGuiWindow ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect, InnerClipRect; + ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. + ImRect InnerMainRect; // + ImRect InnerClipRect; // == InnerMainRect, minus WindowPadding on each side, clipped within viewport or parent. ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis int LastFrameActive; // Last frame number the window was Active. float ItemWidthDefault; From b85e97137dfaa07ceed2d804adbb6a6c93182784 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 22 May 2019 23:51:20 +0200 Subject: [PATCH 259/687] Version tag is 1.71 WIP oops --- imgui.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui.h b/imgui.h index 77fc9c8a2..77fab4958 100644 --- a/imgui.h +++ b/imgui.h @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.71" -#define IMGUI_VERSION_NUM 17001 +#define IMGUI_VERSION "1.71 WIP" +#define IMGUI_VERSION_NUM 17002 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) From 7bc03f7155c67b5081a8e154b3c642fa5db5b33b Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 22 May 2019 23:54:32 +0200 Subject: [PATCH 260/687] Internals: Added InnerWorkRect equal to old InnerClipRect, added InnerWorkRectClipped actually clipped. --- imgui.cpp | 28 ++++++++++++++-------------- imgui_internal.h | 3 ++- imgui_widgets.cpp | 2 +- 3 files changed, 17 insertions(+), 16 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7baf6d8aa..a8153a230 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5479,16 +5479,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->OuterRectClipped = window->Rect(); window->OuterRectClipped.ClipWith(host_rect); - // Inner clipping rectangle will extend a little bit outside the work region. + // Inner work/clipping rectangle will extend a little bit outside the work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - // FIXME: This is currently not clipped by the host rectangle, which is misleading because our call to PushClipRect() below will do it anyway. - // If we fix the value in InnerClipRect, which is desirable, we need to fix the two lines of code relying on it. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); - //window->InnerClipRect.ClipWithFull(host_rect); + window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); + window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + window->InnerWorkRectClipped = window->InnerWorkRect; + window->InnerWorkRectClipped.ClipWithFull(host_rect); // DRAWING @@ -5614,7 +5613,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + PushClipRect(window->InnerWorkRectClipped.Min, window->InnerWorkRectClipped.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) if (first_begin_of_the_frame) @@ -8653,7 +8652,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag window->DC.CurrentColumns = columns; // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); + const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerWorkRect.Max.x - window->Pos.x); columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; @@ -9701,10 +9700,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerClipRect, RT_ContentsRegionRect, RT_ContentsFullRect }; + enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect }; static bool show_windows_begin_order = false; static bool show_windows_rects = false; - static int show_windows_rect_type = RT_ContentsRegionRect; + static int show_windows_rect_type = RT_InnerWorkRect; static bool show_drawcmd_clip_rects = true; ImGuiIO& io = ImGui::GetIO(); @@ -9918,7 +9917,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerClipRect\0" "ContentsRegionRect\0"); + show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0"); ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); } @@ -9937,7 +9936,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); } else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; } else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; } - else if (show_windows_rect_type == RT_InnerClipRect) { r = window->InnerClipRect; } + else if (show_windows_rect_type == RT_InnerWorkRect) { r = window->InnerWorkRect; } + else if (show_windows_rect_type == RT_InnerWorkRectClipped) { r = window->InnerWorkRectClipped; } else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } diff --git a/imgui_internal.h b/imgui_internal.h index 199cda6a0..b59844c03 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1292,7 +1292,8 @@ struct IMGUI_API ImGuiWindow ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. ImRect InnerMainRect; // - ImRect InnerClipRect; // == InnerMainRect, minus WindowPadding on each side, clipped within viewport or parent. + ImRect InnerWorkRect; // == InnerMainRect minus WindowPadding.x + ImRect InnerWorkRectClipped; // == InnerMainRect minus WindowPadding.x, clipped within viewport or parent clip rect. ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis int LastFrameActive; // Last frame number the window was Active. float ItemWidthDefault; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ab1f657fc..30f721b6a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6227,7 +6227,7 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerWorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); } From 3fda90d6a71ffafb816ad9bec472d03376aa350f Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 24 May 2019 14:31:53 +0200 Subject: [PATCH 261/687] Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting style.ItemInnerSpacing.x worth of trailing spacing. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 42 ++++++++++++++++++++++++++++++++++-------- 2 files changed, 36 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a955d1a8a..457ce9df3 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,8 @@ Other Changes: - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting + style.ItemInnerSpacing.x worth of trailing spacing. - Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 30f721b6a..d1fe8916b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2068,15 +2068,22 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int for (int i = 0; i < components; i++) { PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2516,15 +2523,22 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i for (int i = 0; i < components; i++) { PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2827,8 +2841,13 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); value_changed = true; } - SameLine(0, style.ItemInnerSpacing.x); - TextEx(label, FindRenderedTextEnd(label)); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } style.FramePadding = backup_frame_padding; PopID(); @@ -2860,15 +2879,22 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in for (int i = 0; i < components; i++) { PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); - SameLine(0, g.Style.ItemInnerSpacing.x); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } From ec3ec24157a7cafac8ce37ac1df0d185514d9c91 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 23 May 2019 20:36:30 +0200 Subject: [PATCH 262/687] Internals: Extracted some of the tab bar shrinking code into a ShrinkWidths() function so columns/table can use it. --- imgui_internal.h | 5 ++-- imgui_widgets.cpp | 61 +++++++++++++++++++++++++---------------------- 2 files changed, 36 insertions(+), 30 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index b59844c03..8b50003d3 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -811,7 +811,7 @@ struct ImGuiNextItemData // Tabs //----------------------------------------------------------------------------- -struct ImGuiTabBarSortItem +struct ImGuiShrinkWidthItem { int Index; float Width; @@ -976,7 +976,7 @@ struct ImGuiContext ImPool TabBars; ImGuiTabBar* CurrentTabBar; ImVector CurrentTabBarStack; - ImVector TabSortByWidthBuffer; + ImVector ShrinkWidthBuffer; // Widget state ImVec2 LastValidMousePos; @@ -1495,6 +1495,7 @@ namespace ImGui IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetWorkRectMax(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d1fe8916b..b84052b2a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1149,6 +1149,7 @@ void ImGui::Bullet() // - SeparatorEx() [Internal] // - Separator() // - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() @@ -1330,6 +1331,33 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float return held; } +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count > 1) + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width == items[count_same_width].Width) + count_same_width++; + float width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- @@ -6221,15 +6249,6 @@ static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const voi return (int)(a->Offset - b->Offset); } -static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) -{ - const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs; - const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs; - if (int d = (int)(b->Width - a->Width)) - return d; - return (b->Index - a->Index); -} - static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) { ImGuiContext& g = *GImGui; @@ -6403,10 +6422,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - ImVector& width_sort_buffer = g.TabSortByWidthBuffer; - width_sort_buffer.resize(tab_bar->Tabs.Size); - // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); float width_total_contents = 0.0f; ImGuiTabItem* most_recently_selected_tab = NULL; bool found_selected_tab_id = false; @@ -6429,8 +6446,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; // Store data so we can build an array sorted by width if we need to shrink tabs down - width_sort_buffer[tab_n].Index = tab_n; - width_sort_buffer[tab_n].Width = tab->WidthContents; + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; } // Compute width @@ -6439,21 +6456,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) { // If we don't have enough room, resize down the largest tabs first - if (tab_bar->Tabs.Size > 1) - ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer); - int tab_count_same_width = 1; - while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size) - { - while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width) - tab_count_same_width++; - float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f); - float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max); - for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++) - width_sort_buffer[tab_n].Width -= width_to_remove_per_tab; - width_excess -= width_to_remove_per_tab * tab_count_same_width; - } + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width; + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; } else { From 6c3697f6f16870ab73c549b2c424069b523a0d77 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 24 May 2019 17:47:51 +0200 Subject: [PATCH 263/687] Internal: CloseButton takes an upper-left corner + a size to be consistent with similar widgets. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 4 ++-- imgui_internal.h | 2 +- imgui_widgets.cpp | 27 ++++++++++++++++----------- 4 files changed, 20 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 457ce9df3..8106801a2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,7 @@ Other Changes: after EndGroup(). (#2550, #1875) - Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Style: Made window close button cross is slightly smaller. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not diff --git a/imgui.cpp b/imgui.cpp index a8153a230..986412d29 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5074,8 +5074,8 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Close button if (p_open != NULL) { - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) + const float button_sz = g.FontSize; + if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x * 2.0f - button_sz, window->Pos.y))) *p_open = false; } diff --git a/imgui_internal.h b/imgui_internal.h index 8b50003d3..8afa9206d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1582,7 +1582,7 @@ namespace ImGui // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index b84052b2a..892a37e78 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -717,14 +717,14 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); bool is_clipped = !ItemAdd(bb, id); bool hovered, held; @@ -733,11 +733,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) return pressed; // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); - float cross_extent = (radius * 0.7071f) - 1.0f; + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); @@ -756,9 +757,11 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + // Render ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); + window->DrawList->AddCircleFilled(center/* + ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, col, 12); RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold @@ -5358,9 +5361,9 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; - float button_radius = g.FontSize * 0.5f; - ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); - if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius)) + float button_size = g.FontSize; + ImVec2 button_pos = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x * 2.0f - button_size, window->DC.LastItemRect.Min.y); + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), button_pos)) *p_open = false; last_item_backup.Restore(); } @@ -7038,16 +7041,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (close_button_visible) { ImGuiItemHoveredDataBackup last_item_backup; - const float close_button_sz = g.FontSize * 0.5f; - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz)) + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) close_button_pressed = true; + PopStyleVar(); last_item_backup.Restore(); // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f; + text_pixel_clip_bb.Max.x -= close_button_sz; } // Label with ellipsis From 958d75c00ac83a98b6423e523d9b222bc94a0224 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 24 May 2019 20:59:41 +0200 Subject: [PATCH 264/687] Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 80 +++++++++++++++++++++++++++++++++------------- imgui.h | 1 + imgui_demo.cpp | 1 + imgui_widgets.cpp | 4 ++- 5 files changed, 65 insertions(+), 23 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8106801a2..a27ed29d4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Other Changes: after EndGroup(). (#2550, #1875) - Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the + collapsing/docking button to the other side of the title bar. - Style: Made window close button cross is slightly smaller. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. diff --git a/imgui.cpp b/imgui.cpp index 986412d29..4ff123e32 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1133,6 +1133,7 @@ ImGuiStyle::ImGuiStyle() WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows @@ -3453,6 +3454,8 @@ void ImGui::NewFrame() IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); @@ -5054,30 +5057,54 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } } +// Render title text, collapse button, close button void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; - // Close & collapse button are on layer 1 (same as menus) and don't default focus + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); + + // Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button - if (p_open != NULL) - { - const float button_sz = g.FontSize; - if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x * 2.0f - button_sz, window->Pos.y))) + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) *p_open = false; - } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); @@ -5088,21 +5115,30 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const char* UNSAVED_DOCUMENT_MARKER = "*"; const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); if (flags & ImGuiWindowFlags_UnsavedDocument) { - ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); } } diff --git a/imgui.h b/imgui.h index 77fab4958..188372f9e 100644 --- a/imgui.h +++ b/imgui.h @@ -1283,6 +1283,7 @@ struct ImGuiStyle float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index af0700c4e..9b56e4298 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2999,6 +2999,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + ImGui::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 892a37e78..cbf7ff725 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5358,7 +5358,9 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); if (p_open) { - // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; float button_size = g.FontSize; From affa7e24224b9078826b56c92347af83dcb9241e Mon Sep 17 00:00:00 2001 From: Mario Botsch <31275467+mbotsch@users.noreply.github.com> Date: Mon, 27 May 2019 10:47:18 +0200 Subject: [PATCH 265/687] Examples: imgui_impl_opengl3: Fix empty printout on shader load. (#2584) Fixed minor bug in CheckShader and CheckProgram The log_length reported by glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length) will at least return 1, since the string delimiter is also counted. The old version would always print and empty string to stderr. This is annoying in the emscripten port, since it prints a red error message to the Javascript console. The new version fixes this behavior. --- examples/imgui_impl_opengl3.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 364b9ccf5..d992f0015 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -384,7 +384,7 @@ static bool CheckShader(GLuint handle, const char* desc) glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); @@ -402,7 +402,7 @@ static bool CheckProgram(GLuint handle, const char* desc) glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); From 70a4be07df0c9802a5d987c802adabb35b175306 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 27 May 2019 14:57:39 +0200 Subject: [PATCH 266/687] ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384). --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 4 ++-- imgui_widgets.cpp | 2 +- 3 files changed, 5 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a27ed29d4..1ac44f40a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,8 @@ Other Changes: - Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875) - Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) +- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple + options. (#2587, broken in 1.69 by #2384). - Scrollbar: Very minor bounding box adjustment to cope with various border size. - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 9b56e4298..114222521 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1235,8 +1235,8 @@ static void ShowDemoWindowWidgets() ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); ImGui::TreePop(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index cbf7ff725..e5dc8c2b1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4258,7 +4258,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); From 9c35344175fd2d319771df66e07825ba3c5ca3fc Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 27 May 2019 15:18:34 +0200 Subject: [PATCH 267/687] Comments, todo entries, moved ImGuiSelectableFlagsPrivate in higher ranges to match others. --- docs/TODO.txt | 19 +++++++++++++------ imgui.h | 4 ++-- imgui_internal.h | 13 ++++++++----- 3 files changed, 23 insertions(+), 13 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 97594ba48..f32c944d7 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -25,6 +25,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. + - window: top most window flag? (#2574) - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - window/child: border could be emitted in parent as well. @@ -66,7 +67,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - - widgets: checkbox with custom glyph inside frame. + - widgets: checkbox: checkbox with custom glyph inside frame. + - widgets: coloredit: keep reporting as active when picker is on? - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) @@ -81,7 +83,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - - input text: global callback system so user can plug in an expression evaluator easily. + - input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. @@ -103,9 +105,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - 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. (~#1496) - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) + - group: BeginGroup() needs a border option. (~#1496) + - group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable? + - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) + - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125) - columns: add a conditional parameter to SetColumnOffset() (#513, #125) - columns: headers. re-orderable. (#513, #125) @@ -132,6 +137,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.) - clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to run without knowing full count in advance. + - clipper: horizontal clipping support. (#2580) - separator: expose flags (#759) - separator: width, thickness, centering (#1643) @@ -264,6 +270,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width @@ -272,7 +279,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font/atlas: add a missing Glyphs.reserve() - font/atlas: incremental updates - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. - - font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point. - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position. - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines) @@ -280,8 +286,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - - font: fix AddRemapChar() to work before font has been built. - - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) + - font: fix AddRemapChar() to work before atlas has been built. + - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541) - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? @@ -320,6 +326,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) - inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO. + - inputs/scrolling: support for smooth scrolling (#2462, #2569) - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. diff --git a/imgui.h b/imgui.h index 188372f9e..e0dcaecba 100644 --- a/imgui.h +++ b/imgui.h @@ -823,9 +823,9 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_None = 0, ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit diff --git a/imgui_internal.h b/imgui_internal.h index 8afa9206d..b1fa060ac 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -350,14 +350,15 @@ enum ImGuiColumnsFlags_ ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. }; +// Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, - ImGuiSelectableFlags_PressedOnClick = 1 << 11, - ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 }; enum ImGuiSeparatorFlags_ @@ -1350,6 +1351,7 @@ struct ImGuiItemHoveredDataBackup // Tab bar, tab item //----------------------------------------------------------------------------- +// Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] @@ -1357,6 +1359,7 @@ enum ImGuiTabBarFlagsPrivate_ ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; +// Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. From 2d68e892a8161112932d08a14d8f36f2d1be2b34 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 27 May 2019 17:28:18 +0200 Subject: [PATCH 268/687] Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. Shortened amount of nodes in columns>tree demo. --- docs/CHANGELOG.txt | 7 ++++--- imgui.cpp | 2 +- imgui_demo.cpp | 4 ++-- 3 files changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1ac44f40a..830c05be1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,12 +54,13 @@ Other Changes: - Scrollbar: Very minor bounding box adjustment to cope with various border size. - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. -- Style: Made window close button cross is slightly smaller. +- Style: Made window close button cross slightly smaller. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not - fully cleared. Fixed edge case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] -- Add native Mac clipboard copy/paste default implementation in core library to match what we are + fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] +- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. +- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode diff --git a/imgui.cpp b/imgui.cpp index 4ff123e32..b6f617791 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9730,7 +9730,7 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("ImGui Metrics", p_open)) + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) { ImGui::End(); return; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 114222521..78327e74d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -246,7 +246,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. - if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); @@ -2572,7 +2572,7 @@ static void ShowDemoWindowColumns() ImGui::NextColumn(); if (open1) { - for (int y = 0; y < 5; y++) + for (int y = 0; y < 3; y++) { bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); ImGui::NextColumn(); From c0e690318ae82fc9b8fd53f553d90deb374db2e1 Mon Sep 17 00:00:00 2001 From: actboy168 Date: Tue, 28 May 2019 17:15:59 +0800 Subject: [PATCH 269/687] Examples: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) --- examples/imgui_impl_osx.mm | 60 +++++++++++++++++++++++++++++++++++++- 1 file changed, 59 insertions(+), 1 deletion(-) diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index c5562b4df..c3dac8d7f 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -19,6 +19,16 @@ // Data static CFAbsoluteTime g_Time = 0.0; +static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static bool g_MouseCursorHidden = false; + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end // Functions bool ImGui_ImplOSX_Init() @@ -26,7 +36,7 @@ bool ImGui_ImplOSX_Init() ImGuiIO& io = ImGui::GetIO(); // Setup back-end capabilities flags - //io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) @@ -56,6 +66,24 @@ bool ImGui_ImplOSX_Init() io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; + g_MouseCursorHidden = false; + g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] + ? [NSCursor _windowResizeNorthSouthCursor] + : [NSCursor resizeUpDownCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] + ? [NSCursor _windowResizeEastWestCursor] + : [NSCursor resizeLeftRightCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] + ? [NSCursor _windowResizeNorthEastSouthWestCursor] + : [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] + ? [NSCursor _windowResizeNorthWestSouthEastCursor] + : [NSCursor closedHandCursor]; + // We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers, // because imgui.cpp has a default for them that works with OSX. @@ -66,6 +94,34 @@ void ImGui_ImplOSX_Shutdown() { } +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!g_MouseCursorHidden) + { + g_MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + // Show OS mouse cursor + [g_MouseCursors[g_MouseCursors[imgui_cursor]? imgui_cursor: ImGuiMouseCursor_Arrow] set]; + if (g_MouseCursorHidden) + { + g_MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + void ImGui_ImplOSX_NewFrame(NSView* view) { // Setup display size @@ -80,6 +136,8 @@ void ImGui_ImplOSX_NewFrame(NSView* view) CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent(); io.DeltaTime = current_time - g_Time; g_Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); } static int mapCharacterToKey(int c) From 2742663ad267d39703f156c80cb73eac5829da65 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 11:22:17 +0200 Subject: [PATCH 270/687] Changelog, minor tweaks. (#2585) --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_osx.h | 8 +++++--- examples/imgui_impl_osx.mm | 28 ++++++++++++---------------- 3 files changed, 18 insertions(+), 19 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 830c05be1..059950ebe 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -62,6 +62,7 @@ Other Changes: - Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. - Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] +- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h index b7f41cbc7..66df25276 100644 --- a/examples/imgui_impl_osx.h +++ b/examples/imgui_impl_osx.h @@ -1,10 +1,12 @@ // dear imgui: Platform Binding for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. +// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac. +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end). // Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. @class NSEvent; @class NSView; diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index c3dac8d7f..cfcd3a74a 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -1,10 +1,12 @@ // dear imgui: Platform Binding for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) -// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. +// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac. +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end). // Issues: -// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. #include "imgui.h" #include "imgui_impl_osx.h" @@ -12,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. // 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. // 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. @@ -66,23 +69,16 @@ bool ImGui_ImplOSX_Init() io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; + // Load cursors. Some of them are undocumented. g_MouseCursorHidden = false; g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] - ? [NSCursor _windowResizeNorthSouthCursor] - : [NSCursor resizeUpDownCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] - ? [NSCursor _windowResizeEastWestCursor] - : [NSCursor resizeLeftRightCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] - ? [NSCursor _windowResizeNorthEastSouthWestCursor] - : [NSCursor closedHandCursor]; - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] - ? [NSCursor _windowResizeNorthWestSouthEastCursor] - : [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; // We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers, // because imgui.cpp has a default for them that works with OSX. @@ -113,7 +109,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor() else { // Show OS mouse cursor - [g_MouseCursors[g_MouseCursors[imgui_cursor]? imgui_cursor: ImGuiMouseCursor_Arrow] set]; + [g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set]; if (g_MouseCursorHidden) { g_MouseCursorHidden = false; From 70d9f79312233622a4f9e683177105a226b27b8c Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 27 May 2019 22:41:17 +0200 Subject: [PATCH 271/687] Internal: Renamed InnerMainRect to InnerVisibleRect. Printing coordinates in Metrics window. --- imgui.cpp | 57 ++++++++++++++++++++++++++++------------------- imgui_internal.h | 6 ++--- imgui_widgets.cpp | 8 +++---- 3 files changed, 41 insertions(+), 30 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b6f617791..cdcb09555 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3056,7 +3056,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit // If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures thanwhat imgui.cpp sees, which is problematic. +// may see different structures than what imgui.cpp sees, which is problematic. // We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { @@ -5503,10 +5503,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. const ImRect title_bar_rect = window->TitleBarRect(); - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + window->InnerVisibleRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerVisibleRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerVisibleRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerVisibleRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); // Outer host rectangle for drawing background and borders ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; @@ -5518,10 +5518,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner work/clipping rectangle will extend a little bit outside the work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerVisibleRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerVisibleRect.Min.y); + window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerVisibleRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerVisibleRect.Max.y); window->InnerWorkRectClipped = window->InnerWorkRect; window->InnerWorkRectClipped.ClipWithFull(host_rect); @@ -7830,7 +7830,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput // NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) { - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); + ImRect window_rect(window->InnerVisibleRect.Min - ImVec2(1, 1), window->InnerVisibleRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] if (window_rect.Contains(item_rect)) return; @@ -8104,7 +8104,7 @@ static void ImGui::NavUpdate() if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerVisibleRect.Min - window->Pos - ImVec2(1,1), window->InnerVisibleRect.Max - window->Pos + ImVec2(1,1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { float pad = window->CalcFontSize() * 0.5f; @@ -8205,14 +8205,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerMainRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y - window->InnerVisibleRect.GetHeight()); else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerMainRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y + window->InnerVisibleRect.GetHeight()); } else { const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerMainRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerVisibleRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { @@ -9736,7 +9736,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect }; + enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerVisibleRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect }; static bool show_windows_begin_order = false; static bool show_windows_rects = false; static int show_windows_rect_type = RT_InnerWorkRect; @@ -9752,6 +9752,18 @@ void ImGui::ShowMetricsWindow(bool* p_open) struct Funcs { + static ImRect GetRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == RT_OuterRect) { return window->Rect(); } + else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == RT_InnerVisibleRect) { return window->InnerVisibleRect; } + else if (rect_type == RT_InnerWorkRect) { return window->InnerWorkRect; } + else if (rect_type == RT_InnerWorkRectClipped) { return window->InnerWorkRectClipped; } + else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); @@ -9953,7 +9965,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0"); + show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerVisibleRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0"); + if (show_windows_rects && g.NavWindow) + { + ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type); + ImGui::BulletText("'%s': (%.1f,%.1f) (%.1f,%.1f) Size (%.1f,%.1f)", g.NavWindow->Name, r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight()); + } ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); } @@ -9968,13 +9985,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawList* draw_list = GetForegroundDrawList(window); if (show_windows_rects) { - ImRect r; - if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); } - else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; } - else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; } - else if (show_windows_rect_type == RT_InnerWorkRect) { r = window->InnerWorkRect; } - else if (show_windows_rect_type == RT_InnerWorkRectClipped) { r = window->InnerWorkRectClipped; } - else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } + ImRect r = Funcs::GetRect(window, show_windows_rect_type); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) diff --git a/imgui_internal.h b/imgui_internal.h index b1fa060ac..cbefc9ea8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1249,8 +1249,8 @@ struct IMGUI_API ImGuiWindow ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() + ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. FIXME: Include decoration, window title, border, menu, etc. Ideally should remove them from this value? + ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize(). EXCLUDE decorations. Making this not consistent with the above! ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. @@ -1292,7 +1292,7 @@ struct IMGUI_API ImGuiWindow ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect; // + ImRect InnerVisibleRect; // Inner visible rectangle ImRect InnerWorkRect; // == InnerMainRect minus WindowPadding.x ImRect InnerWorkRectClipped; // == InnerMainRect minus WindowPadding.x, clipped within viewport or parent clip rect. ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e5dc8c2b1..a691185a3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -888,14 +888,14 @@ void ImGui::Scrollbar(ImGuiAxis axis) ImRect bb; if (axis == ImGuiAxis_X) { - bb.Min = ImVec2(window->InnerMainRect.Min.x, window->InnerMainRect.Max.y); - bb.Max = ImVec2(window->InnerMainRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); + bb.Min = ImVec2(window->InnerVisibleRect.Min.x, window->InnerVisibleRect.Max.y); + bb.Max = ImVec2(window->InnerVisibleRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); rounding_corners |= ImDrawCornerFlags_BotLeft; } else { - bb.Min = ImVec2(window->InnerMainRect.Max.x, window->InnerMainRect.Min.y); - bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerMainRect.Max.y); + bb.Min = ImVec2(window->InnerVisibleRect.Max.x, window->InnerVisibleRect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerVisibleRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners); From c487bc52a2790f54cc53c0f8d5138ac7e30bad2d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 20:17:15 +0200 Subject: [PATCH 272/687] Fonts: Added some details about using custom colorful icons. --- imgui.h | 10 ++++++---- misc/fonts/README.txt | 38 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 44 insertions(+), 4 deletions(-) diff --git a/imgui.h b/imgui.h index e0dcaecba..b1d18633e 100644 --- a/imgui.h +++ b/imgui.h @@ -2077,11 +2077,14 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters //------------------------------------------- - // Custom Rectangles/Glyphs API + // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read misc/fonts/README.txt for more details about using colorful icons. struct CustomRect { unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. @@ -2093,7 +2096,6 @@ struct ImFontAtlas CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } bool IsPacked() const { return X != 0xFFFF; } }; - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 0fcc6c795..e658ac67a 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -26,6 +26,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui " - Fonts Loading Instructions - FreeType rasterizer, Small font sizes - Building Custom Glyph Ranges +- Using custom colorful icons - Embedding Fonts in Source Code - Credits/Licences for fonts included in this folder - Fonts Links @@ -198,6 +199,43 @@ For example: for a game where your script is known, if you can feed your entire io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. +--------------------------------------- + USING CUSTOM COLORFUL ICONS +--------------------------------------- + +(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end) + +You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles +that will be packed into the font atlas texture. Register them before building the atlas, then call Build(). +You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the +texture, and blit/copy any graphics data of your choice into those rectangles. + +Pseudo-code: + + // Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font + ImFont* font = io.Fonts->AddFontDefault(); + int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); + + // Build atlas + io.Fonts->Build(); + + // Retrieve texture in RGBA format + unsigned char* tex_pixels = NULL; + int tex_width, tex_height; + io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); + + // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here) + if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + { + for (int y = 0; y < rect->Height; y++) + { + ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); + for (int x = rect->Width; x > 0; x--) + *p++ = IM_COL32(255, 0, 0, 255); + } + } + + --------------------------------------- EMBEDDING FONTS IN SOURCE CODE --------------------------------------- From cb7ba60d3f7d691c698c4a7499ed64757664d7b8 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 21:22:18 +0200 Subject: [PATCH 273/687] CollapsingHeader: When a close button is enabled, better clip the label to avoid overlap. (#600) --- docs/CHANGELOG.txt | 1 + imgui_internal.h | 6 ++++++ imgui_widgets.cpp | 14 +++++++++----- 3 files changed, 16 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 059950ebe..acd43c0e9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,7 @@ Other Changes: - Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) - ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384). +- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) - Scrollbar: Very minor bounding box adjustment to cope with various border size. - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. diff --git a/imgui_internal.h b/imgui_internal.h index cbefc9ea8..ef25cda17 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -361,6 +361,12 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 }; +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a691185a3..e806eec01 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5131,8 +5131,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (display_frame) { // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f) - 1; + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f) - 1; } const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing @@ -5229,6 +5229,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -5355,7 +5357,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); if (p_open) { // Create a small overlapping close button @@ -5364,8 +5367,9 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; float button_size = g.FontSize; - ImVec2 button_pos = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x * 2.0f - button_size, window->DC.LastItemRect.Min.y); - if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), button_pos)) + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } From 40b9e5e0b42bdc4849482cd248b17e49ab707edb Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 May 2019 12:52:29 +0200 Subject: [PATCH 274/687] ImDrawList: Store initial flags for the frame in ImDrawListSharedData, reducing code duplication in setting up the flags. --- imgui.cpp | 4 +--- imgui.h | 6 +++--- imgui_draw.cpp | 3 ++- imgui_internal.h | 5 ++--- 4 files changed, 8 insertions(+), 10 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index cdcb09555..c200f480e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3502,16 +3502,15 @@ void ImGui::NewFrame() IM_ASSERT(g.Font->IsLoaded()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); g.BackgroundDrawList.Clear(); g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); g.BackgroundDrawList.PushClipRectFullScreen(); - g.BackgroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); g.ForegroundDrawList.Clear(); g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); g.ForegroundDrawList.PushClipRectFullScreen(); - g.ForegroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); // Mark rendering data as invalid to prevent user who may have a handle on it to use it. g.DrawData.Clear(); @@ -5529,7 +5528,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Setup draw list and outer clipping rectangle window->DrawList->Clear(); - window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); PushClipRect(host_rect.Min, host_rect.Max, false); diff --git a/imgui.h b/imgui.h index b1d18633e..b3f979bf4 100644 --- a/imgui.h +++ b/imgui.h @@ -218,9 +218,9 @@ namespace ImGui IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! - IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. diff --git a/imgui_draw.cpp b/imgui_draw.cpp index dcbaae066..09e4473e5 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -348,6 +348,7 @@ ImDrawListSharedData::ImDrawListSharedData() FontSize = 0.0f; CurveTessellationTol = 0.0f; ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; // Const data for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) @@ -362,7 +363,7 @@ void ImDrawList::Clear() CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + Flags = _Data->InitialFlags; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; diff --git a/imgui_internal.h b/imgui_internal.h index ef25cda17..6d3964606 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -731,6 +731,7 @@ struct IMGUI_API ImDrawListSharedData float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // Const data // FIXME: Bake rounded corners fill/borders in atlas @@ -1034,7 +1035,7 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) { Initialized = false; FrameScopeActive = FrameScopePushedImplicitWindow = false; @@ -1109,9 +1110,7 @@ struct ImGuiContext FocusTabPressed = false; DimBgRatio = 0.0f; - BackgroundDrawList._Data = &DrawListSharedData; BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging - ForegroundDrawList._Data = &DrawListSharedData; ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; From d1e8b698d0e1c26744817490f8ee4f91182dcb9d Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 May 2019 15:25:53 +0200 Subject: [PATCH 275/687] ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices. ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. (#2591) --- docs/CHANGELOG.txt | 7 +++++++ imconfig.h | 5 ++++- imgui.cpp | 44 ++++++++++++++++++++++++++++++-------------- imgui.h | 27 ++++++++++++++++++--------- imgui_demo.cpp | 2 ++ imgui_draw.cpp | 13 ++++++++++++- 6 files changed, 73 insertions(+), 25 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index acd43c0e9..cbd3febf4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,13 @@ Other Changes: - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. + To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' + and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. + This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not + support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. +- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. + This is provided for convenience and consistency with VtxOffset. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not diff --git a/imconfig.h b/imconfig.h index b496ae911..5476dd660 100644 --- a/imconfig.h +++ b/imconfig.h @@ -62,7 +62,10 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_HasVtxOffset for details. //#define ImDrawIdx unsigned int //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. diff --git a/imgui.cpp b/imgui.cpp index c200f480e..2b0cbf4f2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3502,7 +3502,13 @@ void ImGui::NewFrame() IM_ASSERT(g.Font->IsLoaded()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.InitialFlags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; g.BackgroundDrawList.Clear(); g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); @@ -3774,19 +3780,28 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d return; } - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: - // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. - // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. - // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. - // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); @@ -9790,9 +9805,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), - "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; @@ -9806,11 +9822,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) { - char buf[300]; char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangles_pos[3]; for (int n = 0; n < 3; n++, idx_i++) @@ -9819,7 +9835,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; triangles_pos[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) diff --git a/imgui.h b/imgui.h index b3f979bf4..4580a181d 100644 --- a/imgui.h +++ b/imgui.h @@ -47,7 +47,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.71 WIP" -#define IMGUI_VERSION_NUM 17002 +#define IMGUI_VERSION_NUM 17003 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) @@ -1003,9 +1003,10 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasGamepad = 1 << 0, // Platform Back-end supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Platform Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Platform Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasVtxOffset = 1 << 3 // Renderer Back-end supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1771,25 +1772,31 @@ struct ImColor // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); -// Special Draw Callback value to request renderer back-end to reset the graphics/render state. +// Special Draw callback value to request renderer back-end to reset the graphics/render state. // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_HasVtxOffset: always 0. With ImGuiBackendFlags_HasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; -// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h) +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1835,7 +1842,8 @@ enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'io.BackendFlags & ImGuiBackendFlags_HasVtxOffset' is enabled. }; // Draw command list @@ -1855,7 +1863,8 @@ struct ImDrawList // [Internal, used while building lists] const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 78327e74d..82aa74315 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -350,6 +350,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: HasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasVtxOffset); ImGui::TreePop(); ImGui::Separator(); } @@ -2862,6 +2863,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) ImGui::Text(" HasVtxOffset"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 09e4473e5..442c0e184 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -364,6 +364,7 @@ void ImDrawList::Clear() IdxBuffer.resize(0); VtxBuffer.resize(0); Flags = _Data->InitialFlags; + _VtxCurrentOffset = 0; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -416,6 +417,8 @@ void ImDrawList::AddDrawCmd() ImDrawCmd draw_cmd; draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); @@ -604,6 +607,14 @@ void ImDrawList::ChannelsSetCurrent(int idx) // NB: this can be called with negative count for removing primitives (as long as the result does not underflow) void ImDrawList::PrimReserve(int idx_count, int vtx_count) { + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); + } + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; draw_cmd.ElemCount += idx_count; @@ -2950,7 +2961,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size; + draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- From b3dd03f5822aa34be03008db3dd1ad35618cb141 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 May 2019 15:53:36 +0200 Subject: [PATCH 276/687] Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_dx10.cpp | 14 +++++++++----- examples/imgui_impl_dx10.h | 1 + examples/imgui_impl_dx11.cpp | 14 +++++++++----- examples/imgui_impl_dx11.h | 1 + examples/imgui_impl_dx12.cpp | 14 +++++++++----- examples/imgui_impl_dx12.h | 1 + examples/imgui_impl_dx9.cpp | 14 +++++++++----- examples/imgui_impl_dx9.h | 1 + examples/imgui_impl_opengl3.cpp | 17 ++++++++++++++--- examples/imgui_impl_opengl3.h | 1 + examples/imgui_impl_vulkan.cpp | 15 ++++++++++----- examples/imgui_impl_vulkan.h | 2 ++ 13 files changed, 69 insertions(+), 28 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cbd3febf4..80792ca84 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -71,6 +71,8 @@ Other Changes: - Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] +- Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes + (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 235428fc0..0d37e8e32 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -10,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -208,8 +210,9 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX10_SetupRenderState(draw_data, ctx); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -235,11 +238,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state @@ -485,6 +488,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h index 6e0ff4af1..db156e17a 100644 --- a/examples/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 18c32e6cb..d7ddd8a69 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp @@ -10,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -213,8 +215,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX11_SetupRenderState(draw_data, ctx); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -240,11 +243,11 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state @@ -492,6 +495,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h index 8eda59f5b..1741a5d35 100644 --- a/examples/imgui_impl_dx11.h +++ b/examples/imgui_impl_dx11.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 358b2e55b..8831adb5c 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 @@ -12,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -200,8 +202,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -224,11 +227,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } } @@ -604,6 +607,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_RTVFormat = rtv_format; diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h index e5b9dc4e3..8ae75e532 100644 --- a/examples/imgui_impl_dx12.h +++ b/examples/imgui_impl_dx12.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index fd4522cd1..886de1f67 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -10,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. @@ -172,8 +174,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX9_SetupRenderState(draw_data); // Render command lists - int vtx_offset = 0; - int idx_offset = 0; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -196,11 +199,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3); } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore the DX9 transform @@ -217,6 +220,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_pd3dDevice->AddRef(); diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h index 95902f74c..3af22d3fd 100644 --- a/examples/imgui_impl_dx9.h +++ b/examples/imgui_impl_dx9.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index d992f0015..06e9948c6 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -5,6 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -12,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. @@ -102,6 +104,13 @@ #endif #endif +// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#endif + // OpenGL Data static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; @@ -263,7 +272,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - size_t idx_buffer_offset = 0; // Upload vertex/index buffers glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); @@ -300,10 +308,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset); +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset, (GLint)pcmd->VtxOffset); +#else + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset); +#endif } } - idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } } diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 9fe2a88dd..0f7eef74d 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -5,6 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index e5c950797..ef6afcd22 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -1,6 +1,8 @@ // dear imgui: Renderer for Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 @@ -20,6 +22,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. @@ -375,8 +378,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - int vtx_offset = 0; - int idx_offset = 0; + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -418,12 +422,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Draw - vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } - idx_offset += pcmd->ElemCount; } - vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; } } @@ -801,6 +805,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index cff866d9d..80356b96f 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -1,6 +1,8 @@ // dear imgui: Renderer for Vulkan // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 From 7755cbbef2fcccba35bd46a8defad2d9d36c20f5 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 May 2019 16:29:17 +0200 Subject: [PATCH 277/687] Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag. --- docs/CHANGELOG.txt | 6 +++--- examples/imgui_impl_dx10.cpp | 4 ++-- examples/imgui_impl_dx11.cpp | 4 ++-- examples/imgui_impl_dx12.cpp | 4 ++-- examples/imgui_impl_dx9.cpp | 4 ++-- examples/imgui_impl_opengl3.cpp | 5 ++++- examples/imgui_impl_vulkan.cpp | 4 ++-- imconfig.h | 2 +- imgui.cpp | 4 ++-- imgui.h | 16 ++++++++-------- imgui_demo.cpp | 4 ++-- 11 files changed, 30 insertions(+), 27 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 80792ca84..ef8e2310c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -57,8 +57,8 @@ Other Changes: collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. - ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. - To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' - and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. + The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. - ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. @@ -72,7 +72,7 @@ Other Changes: dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes - (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. + (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 0d37e8e32..4c3e5bbbf 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -488,7 +488,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index d7ddd8a69..685b83fc5 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -495,7 +495,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device IDXGIDevice* pDXGIDevice = NULL; diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 8831adb5c..9bfa6a87b 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -13,7 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -607,7 +607,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx12"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_RTVFormat = rtv_format; diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 886de1f67..9dc9d92f5 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -11,7 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. @@ -220,7 +220,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_pd3dDevice = device; g_pd3dDevice->AddRef(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 06e9948c6..152929cc9 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,7 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. @@ -124,6 +124,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index ef6afcd22..0cd6a77d0 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -22,7 +22,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. @@ -805,7 +805,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_vulkan"; - io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); diff --git a/imconfig.h b/imconfig.h index 5476dd660..6eaffd74c 100644 --- a/imconfig.h +++ b/imconfig.h @@ -65,7 +65,7 @@ //---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. // Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). // Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. -// Read about ImGuiBackendFlags_HasVtxOffset for details. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. diff --git a/imgui.cpp b/imgui.cpp index 2b0cbf4f2..33e534530 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3507,7 +3507,7 @@ void ImGui::NewFrame() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; if (g.Style.AntiAliasedFill) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset) + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; g.BackgroundDrawList.Clear(); @@ -3792,7 +3792,7 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'. + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. diff --git a/imgui.h b/imgui.h index 4580a181d..0cc13fbd5 100644 --- a/imgui.h +++ b/imgui.h @@ -1003,10 +1003,10 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Platform Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Platform Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Platform Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_HasVtxOffset = 1 << 3 // Renderer Back-end supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1779,14 +1779,14 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' // is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_HasVtxOffset: always 0. With ImGuiBackendFlags_HasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. @@ -1795,7 +1795,7 @@ struct ImDrawCmd }; // Vertex index -// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) // (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; @@ -1843,7 +1843,7 @@ enum ImDrawListFlags_ ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) - ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'io.BackendFlags & ImGuiBackendFlags_HasVtxOffset' is enabled. + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 82aa74315..b38fadc74 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -350,7 +350,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: HasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::TreePop(); ImGui::Separator(); } @@ -2863,7 +2863,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); - if (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) ImGui::Text(" HasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); From ed79b4d22ed2b2ef08ab41be918ad1851325d3d9 Mon Sep 17 00:00:00 2001 From: Max Thrun Date: Wed, 29 May 2019 10:35:41 -0700 Subject: [PATCH 278/687] Examples/Backends: Metal: Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591, #2592) --- docs/CHANGELOG.txt | 2 +- examples/imgui_impl_metal.h | 1 + examples/imgui_impl_metal.mm | 11 ++++++----- 3 files changed, 8 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ef8e2310c..010fc8054 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -71,7 +71,7 @@ Other Changes: - Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] -- Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes +- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h index f68468511..869c3e523 100644 --- a/examples/imgui_impl_metal.h +++ b/examples/imgui_impl_metal.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index c49478934..f3f1b126c 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -10,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -76,6 +78,7 @@ bool ImGui_ImplMetal_Init(id device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ @@ -478,13 +481,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects() for (int n = 0; n < drawData->CmdListsCount; n++) { const ImDrawList* cmd_list = drawData->CmdLists[n]; - ImDrawIdx idx_buffer_offset = 0; memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -522,14 +522,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects() // Bind texture, Draw if (pcmd->TextureId != NULL) [commandEncoder setFragmentTexture:(__bridge id)(pcmd->TextureId) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle indexCount:pcmd->ElemCount indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 indexBuffer:indexBuffer.buffer - indexBufferOffset:indexBufferOffset + idx_buffer_offset]; + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; } } - idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); From c3d600abed65952f19ae0519212a1255348883bb Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 30 May 2019 16:45:59 +0200 Subject: [PATCH 279/687] Fixed imgui_impl_opengl3 broken in previous few commits. (#2591, #2593, #2594) --- examples/imgui_impl_opengl3.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 152929cc9..494fa07a6 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -106,9 +106,9 @@ // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 -#else #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 #endif // OpenGL Data @@ -312,9 +312,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset, (GLint)pcmd->VtxOffset); + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); #else - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); #endif } } From 21ebdcafc957c431d6053e2d3f8680554b7e90b6 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 15:54:55 +0200 Subject: [PATCH 280/687] Internals: Window rectangles: Renaming of all rectangles toward their final form. Should be a no-op. Renamed GetWorkRectMax() to GetContentRegionMaxAbs(). Metrics shows SizeContents. --- imgui.cpp | 57 ++++++++++++++++++++++++----------------------- imgui_internal.h | 10 ++++----- imgui_widgets.cpp | 12 +++++----- 3 files changed, 40 insertions(+), 39 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 33e534530..bf738ff39 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2997,7 +2997,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetWorkRectMax().x; + wrap_pos_x = GetContentRegionMaxAbs().x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -5517,10 +5517,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. const ImRect title_bar_rect = window->TitleBarRect(); - window->InnerVisibleRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerVisibleRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerVisibleRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerVisibleRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); // Outer host rectangle for drawing background and borders ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; @@ -5532,12 +5532,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner work/clipping rectangle will extend a little bit outside the work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerWorkRect.Min.x = ImFloor(0.5f + window->InnerVisibleRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerWorkRect.Min.y = ImFloor(0.5f + window->InnerVisibleRect.Min.y); - window->InnerWorkRect.Max.x = ImFloor(0.5f + window->InnerVisibleRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerWorkRect.Max.y = ImFloor(0.5f + window->InnerVisibleRect.Max.y); - window->InnerWorkRectClipped = window->InnerWorkRect; - window->InnerWorkRectClipped.ClipWithFull(host_rect); + window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y); + window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y); + window->InnerClipRect = window->WorkRect; + window->InnerClipRect.ClipWithFull(host_rect); // DRAWING @@ -5662,7 +5662,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - PushClipRect(window->InnerWorkRectClipped.Min, window->InnerWorkRectClipped.Max, true); + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) if (first_begin_of_the_frame) @@ -5905,7 +5905,7 @@ float ImGui::CalcItemWidth() w = window->DC.ItemWidth; if (w < 0.0f) { - float region_max_x = GetWorkRectMax().x; + float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = (float)(int)w; @@ -5922,7 +5922,7 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetWorkRectMax(); + region_max = GetContentRegionMaxAbs(); if (size.x == 0.0f) size.x = default_w; @@ -6513,7 +6513,7 @@ ImVec2 ImGui::GetContentRegionMax() } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetWorkRectMax() +ImVec2 ImGui::GetContentRegionMaxAbs() { ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max; @@ -6525,7 +6525,7 @@ ImVec2 ImGui::GetWorkRectMax() ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; - return GetWorkRectMax() - window->DC.CursorPos; + return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) @@ -7843,7 +7843,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput // NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) { - ImRect window_rect(window->InnerVisibleRect.Min - ImVec2(1, 1), window->InnerVisibleRect.Max + ImVec2(1, 1)); + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] if (window_rect.Contains(item_rect)) return; @@ -8117,7 +8117,7 @@ static void ImGui::NavUpdate() if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerVisibleRect.Min - window->Pos - ImVec2(1,1), window->InnerVisibleRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { float pad = window->CalcFontSize() * 0.5f; @@ -8218,14 +8218,14 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerVisibleRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerVisibleRect.GetHeight()); + SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); } else { const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerVisibleRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { @@ -8701,7 +8701,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag window->DC.CurrentColumns = columns; // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerWorkRect.Max.x - window->Pos.x); + const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->WorkRect.Max.x - window->Pos.x); columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; @@ -9749,10 +9749,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerVisibleRect, RT_InnerWorkRect, RT_InnerWorkRectClipped, RT_ContentsRegionRect, RT_ContentsFullRect }; + enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect }; static bool show_windows_begin_order = false; static bool show_windows_rects = false; - static int show_windows_rect_type = RT_InnerWorkRect; + static int show_windows_rect_type = RT_WorkRect; static bool show_drawcmd_clip_rects = true; ImGuiIO& io = ImGui::GetIO(); @@ -9769,9 +9769,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (rect_type == RT_OuterRect) { return window->Rect(); } else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; } - else if (rect_type == RT_InnerVisibleRect) { return window->InnerVisibleRect; } - else if (rect_type == RT_InnerWorkRect) { return window->InnerWorkRect; } - else if (rect_type == RT_InnerWorkRectClipped) { return window->InnerWorkRectClipped; } + else if (rect_type == RT_InnerRect) { return window->InnerRect; } + else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == RT_WorkRect) { return window->WorkRect; } + else if (rect_type == RT_Contents) { return ImRect(window->Pos, window->Pos + window->SizeContents); } else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; } IM_ASSERT(0); return ImRect(); @@ -9979,7 +9980,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerVisibleRect\0" "InnerWorkRect\0" "InnerWorkRectClipped\0" "ContentsRegionRect\0"); + show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerRect\0" "InnerClipRect\0" "WorkRect\0" "Contents\0" "ContentsRegionRect\0"); if (show_windows_rects && g.NavWindow) { ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type); diff --git a/imgui_internal.h b/imgui_internal.h index 6d3964606..0af4a5ed7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1297,9 +1297,9 @@ struct IMGUI_API ImGuiWindow ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerVisibleRect; // Inner visible rectangle - ImRect InnerWorkRect; // == InnerMainRect minus WindowPadding.x - ImRect InnerWorkRectClipped; // == InnerMainRect minus WindowPadding.x, clipped within viewport or parent clip rect. + ImRect InnerRect; // Inner rectangle + ImRect InnerClipRect; // == InnerRect minus WindowPadding.x, clipped within viewport or parent clip rect. + ImRect WorkRect; // == InnerRect minus WindowPadding.x ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis int LastFrameActive; // Last frame number the window was Active. float ItemWidthDefault; @@ -1501,8 +1501,8 @@ namespace ImGui IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetWorkRectMax(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Logging/Capture diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e806eec01..08c936fd1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -888,14 +888,14 @@ void ImGui::Scrollbar(ImGuiAxis axis) ImRect bb; if (axis == ImGuiAxis_X) { - bb.Min = ImVec2(window->InnerVisibleRect.Min.x, window->InnerVisibleRect.Max.y); - bb.Max = ImVec2(window->InnerVisibleRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); + bb.Min = ImVec2(window->InnerRect.Min.x, window->InnerRect.Max.y); + bb.Max = ImVec2(window->InnerRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); rounding_corners |= ImDrawCornerFlags_BotLeft; } else { - bb.Min = ImVec2(window->InnerVisibleRect.Max.x, window->InnerVisibleRect.Min.y); - bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerVisibleRect.Max.y); + bb.Min = ImVec2(window->InnerRect.Max.x, window->InnerRect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners); @@ -5127,7 +5127,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxAbs().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding @@ -6281,7 +6281,7 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerWorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); } From 546b728199f1b41d0bd0fa72e4efdbc7c6a524c8 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 16:00:34 +0200 Subject: [PATCH 281/687] Internals: Window rectangles: Fixed ContentsRegion lag by moving back after Scrollbar, fixes b50c61c9. Shuffling setup order and added comments. --- imgui.cpp | 62 +++++++++++++++++++++++++++++++++++++------------------ 1 file changed, 42 insertions(+), 20 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bf738ff39..e42f3ae0d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4996,6 +4996,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } } +// Draw background and borders +// Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; @@ -5503,39 +5505,46 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. window->SizeFullAtLastBegin = window->SizeFull; - // UPDATE RECTANGLES + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. - window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Used by: + // - NavScrollToBringItemIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() const ImRect title_bar_rect = window->TitleBarRect(); window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); window->InnerRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); window->InnerRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); - // Outer host rectangle for drawing background and borders - ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; - - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(host_rect); - - // Inner work/clipping rectangle will extend a little bit outside the work region. - // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - BeginTabBar() for right-most edge window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y); window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y); + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect window->InnerClipRect = window->WorkRect; window->InnerClipRect.ClipWithFull(host_rect); @@ -5582,6 +5591,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); } + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // [LEGACY] Contents Region + // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both. + // Used by: + // - Mouse wheel scrolling + // - ... (many things) + window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; From 42c98c5eea852ef134df043f4cc525810c9076ee Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 30 May 2019 18:47:46 +0200 Subject: [PATCH 282/687] ImDrawList: Fix broken channel splitting (broken by d1e8b69) (#2591) --- imgui_draw.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 442c0e184..e4b906ff7 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -568,7 +568,10 @@ void ImDrawList::ChannelsMerge() if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) CmdBuffer.pop_back(); - int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + int idx_offset = CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount; for (int i = 1; i < _ChannelsCount; i++) { ImDrawChannel& ch = _Channels[i]; @@ -576,10 +579,16 @@ void ImDrawList::ChannelsMerge() ch.CmdBuffer.pop_back(); new_cmd_buffer_count += ch.CmdBuffer.Size; new_idx_buffer_count += ch.IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++) + { + ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount; + } } CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); + // Flatten our N channels at the end of the first one. ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; for (int i = 1; i < _ChannelsCount; i++) From bff7202ff2ba78dbba59950c85b097c665729e9f Mon Sep 17 00:00:00 2001 From: Sebastian Krzyszkowiak Date: Fri, 31 May 2019 01:52:22 +0200 Subject: [PATCH 283/687] Include also when __SWITCH__ is defined (#2595) Fixes compilation with devkitPro for Nintendo Switch --- imgui_draw.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e4b906ff7..5e9684504 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -33,7 +33,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca From 8abf1313aa627b8d4479c7854f649d05b7b0ba12 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 May 2019 11:35:42 +0200 Subject: [PATCH 284/687] ImDrawList: Fix broken channel splitting (another issue when the first channel is empty) (#2591) + fixed warnings with newer VS --- imgui_draw.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 5e9684504..79d26b670 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -47,6 +47,7 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant #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 #endif @@ -565,13 +566,13 @@ void ImDrawList::ChannelsMerge() return; ChannelsSetCurrent(0); - if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) + if (CmdBuffer.Size != 0 && CmdBuffer.back().ElemCount == 0) CmdBuffer.pop_back(); // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; - int idx_offset = CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount; + int idx_offset = (CmdBuffer.Size != 0) ? (CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount) : 0; for (int i = 1; i < _ChannelsCount; i++) { ImDrawChannel& ch = _Channels[i]; From f1f4b42d910eaa876231e0845af969e9c7daf311 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 May 2019 12:00:00 +0200 Subject: [PATCH 285/687] ImDrawListSplitter: extracted out of ImDrawList. Down the line we may obsolete the ImDrawList functions and encourage users to store the splitter aside, in the meanwhile ImDrawList holds a splitter. (This will allow columns/table to recurse.) --- imgui.h | 54 ++++++++----- imgui_draw.cpp | 215 ++++++++++++++++++++++++++----------------------- 2 files changed, 150 insertions(+), 119 deletions(-) diff --git a/imgui.h b/imgui.h index 0cc13fbd5..c9cfcfec1 100644 --- a/imgui.h +++ b/imgui.h @@ -20,7 +20,7 @@ Index of this file: // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) // Obsolete functions // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) */ @@ -91,11 +91,12 @@ Index of this file: // Forward declarations and basic types //----------------------------------------------------------------------------- -struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader @@ -1760,7 +1761,7 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- @@ -1817,12 +1818,27 @@ struct ImDrawVert IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. -// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +// For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + ImVector CmdBuffer; + ImVector IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_lists); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; enum ImDrawCornerFlags_ @@ -1847,8 +1863,10 @@ enum ImDrawListFlags_ }; // Draw command list -// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. @@ -1870,9 +1888,7 @@ struct ImDrawList ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - int _ChannelsCurrent; // [Internal] current channel number (0) - int _ChannelsCount; // [Internal] number of active channels (1+) - ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + ImDrawListSplitter _Splitter; // [Internal] for channels api // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } @@ -1916,18 +1932,18 @@ struct ImDrawList IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); - // Channels - // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) - IMGUI_API void ChannelsSplit(int channels_count); - IMGUI_API void ChannelsMerge(); - IMGUI_API void ChannelsSetCurrent(int channel_index); - // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + // Internal helpers // NB: all primitives needs to be reserved via PrimReserve() beforehand! IMGUI_API void Clear(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 79d26b670..f34b78aca 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -8,6 +8,7 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig @@ -372,9 +373,7 @@ void ImDrawList::Clear() _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - // NB: Do not clear channels so our allocations are re-used after the first frame. + _Splitter.Clear(); } void ImDrawList::ClearFreeMemory() @@ -388,15 +387,7 @@ void ImDrawList::ClearFreeMemory() _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - for (int i = 0; i < _Channels.Size; i++) - { - if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); - } - _Channels.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const @@ -526,94 +517,6 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -void ImDrawList::ChannelsSplit(int channels_count) -{ - IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - _Channels.resize(channels_count); - _ChannelsCount = channels_count; - - // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer - // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) - { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); - } - if (_Channels[i].CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _ClipRectStack.back(); - draw_cmd.TextureId = _TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); - } - } -} - -void ImDrawList::ChannelsMerge() -{ - // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. - if (_ChannelsCount <= 1) - return; - - ChannelsSetCurrent(0); - if (CmdBuffer.Size != 0 && CmdBuffer.back().ElemCount == 0) - CmdBuffer.pop_back(); - - // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. - int new_cmd_buffer_count = 0; - int new_idx_buffer_count = 0; - int idx_offset = (CmdBuffer.Size != 0) ? (CmdBuffer.back().IdxOffset + CmdBuffer.back().ElemCount) : 0; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; - for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++) - { - ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; - idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount; - } - } - CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); - IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); - - // Flatten our N channels at the end of the first one. - ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } - } - UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - _ChannelsCount = 1; -} - -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)); - _ChannelsCurrent = idx; - memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); - memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; -} - // NB: this can be called with negative count for removing primitives (as long as the result does not underflow) void ImDrawList::PrimReserve(int idx_count, int vtx_count) { @@ -1287,6 +1190,118 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PopTextureID(); } + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i].CmdBuffer.clear(); + _Channels[i].IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count == 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i].CmdBuffer.resize(0); + _Channels[i].IdxBuffer.resize(0); + } + if (_Channels[i].CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i].CmdBuffer.push_back(draw_cmd); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + int idx_offset = (draw_list->CmdBuffer.Size != 0) ? (draw_list->CmdBuffer.back().IdxOffset + draw_list->CmdBuffer.back().ElemCount) : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) + ch.CmdBuffer.pop_back(); + new_cmd_buffer_count += ch.CmdBuffer.Size; + new_idx_buffer_count += ch.IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++) + { + ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch.IdxBuffer.Size) { memcpy(idx_write, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current].CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current].IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx].CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx].IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- From cef88f6aae52bf0e9e558ea5e30eca95676f439b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 May 2019 18:50:59 +0200 Subject: [PATCH 286/687] ImDrawListSplitter: Support merging consecutive draw commands straddling two channels. Support zero-init. --- imgui_draw.cpp | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index f34b78aca..3f6b49a21 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1213,7 +1213,7 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { - IM_ASSERT(_Current == 0 && _Count == 1); + IM_ASSERT(_Current == 0 && _Count <= 1); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) _Channels.resize(channels_count); @@ -1244,6 +1244,11 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) } } +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && !a->UserCallback && !b->UserCallback; +} + void ImDrawListSplitter::Merge(ImDrawList* draw_list) { // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. @@ -1257,12 +1262,21 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; - int idx_offset = (draw_list->CmdBuffer.Size != 0) ? (draw_list->CmdBuffer.back().IdxOffset + draw_list->CmdBuffer.back().ElemCount) : 0; + ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0].CmdBuffer.Size > 0) ? &_Channels[0].CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) ch.CmdBuffer.pop_back(); + else if (ch.CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch.CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch.CmdBuffer[0].ElemCount; + ch.CmdBuffer.erase(ch.CmdBuffer.Data); + } + if (ch.CmdBuffer.Size > 0) + last_cmd = &ch.CmdBuffer.back(); new_cmd_buffer_count += ch.CmdBuffer.Size; new_idx_buffer_count += ch.IdxBuffer.Size; for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++) From eb7849b477ff96d8d0cc9f2f4a304b5fc0f3ac1a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 May 2019 20:48:52 +0200 Subject: [PATCH 287/687] Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. + minor fix with the mostly dead Ctrl+wheel scaling. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 6 +++--- imgui_internal.h | 6 +++--- 3 files changed, 8 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 010fc8054..83af7f488 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,8 @@ Other Changes: options. (#2587, broken in 1.69 by #2384). - CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading + to scrollbars appearing during the movement. - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. diff --git a/imgui.cpp b/imgui.cpp index e42f3ae0d..1be33f960 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3330,7 +3330,7 @@ void ImGui::UpdateMouseWheel() // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !window->Collapsed) { const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; @@ -3338,7 +3338,7 @@ void ImGui::UpdateMouseWheel() if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos = ImFloor(window->Pos + offset); + SetWindowPos(window, window->Pos + offset, 0); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } @@ -8398,7 +8398,7 @@ static void ImGui::NavUpdateWindowing() { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); g.NavDisableMouseHover = true; MarkIniSettingsDirty(g.NavWindowingTarget); } diff --git a/imgui_internal.h b/imgui_internal.h index 0af4a5ed7..2ad53b248 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1450,9 +1450,9 @@ namespace ImGui IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); - IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); - IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); - IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } From 6614bab883268778db8490f1282d7cfb8fdac1bf Mon Sep 17 00:00:00 2001 From: DucaRii <24766710+DucaRii@users.noreply.github.com> Date: Tue, 4 Jun 2019 16:37:45 +0200 Subject: [PATCH 288/687] Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2606, #2607) --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 83af7f488..8a38612e6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,7 @@ Other Changes: options. (#2587, broken in 1.69 by #2384). - CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) - Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] - Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 08c936fd1..24c7b3e3b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1411,7 +1411,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); From 57d8ab62f4c0c28e24b099c61ebee911b1aa7e7e Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 5 Jun 2019 00:25:21 +0200 Subject: [PATCH 289/687] Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in some back-ends with emits key release events when focusing another viewport. (#2609) --- docs/CHANGELOG.txt | 4 ++++ imgui.cpp | 4 ++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8a38612e6..09152b43b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,10 @@ Other Changes: - Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] - Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. +- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same + frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which + emits key release events when focusing another viewport, leading to Alt+clicking on void on another + viewport triggering the issue. (#2609) - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. diff --git a/imgui.cpp b/imgui.cpp index 1be33f960..99fb8c2e0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7933,10 +7933,10 @@ static void ImGui::NavUpdate() g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) { // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); if (g.NavInitRequestFromMove) SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else From b9874a24233bdc8b7a25c6107a6ae9bffea3477e Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 5 Jun 2019 12:05:53 +0200 Subject: [PATCH 290/687] Comments about obsoleted features version. Todo. Clarify tab bar initial offset (useful if we decide to remove the half-windowpadding clip margin). --- docs/TODO.txt | 2 ++ imgui.h | 20 ++++++++++---------- imgui_widgets.cpp | 7 ++++--- 3 files changed, 16 insertions(+), 13 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index f32c944d7..e6e119f17 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -69,6 +69,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - widgets: checkbox: checkbox with custom glyph inside frame. - widgets: coloredit: keep reporting as active when picker is on? + - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) @@ -231,6 +232,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - 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. - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). - style: global scale setting. + - style: FramePadding could be different for up vs down (#584) - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. diff --git a/imgui.h b/imgui.h index c9cfcfec1..b865679e2 100644 --- a/imgui.h +++ b/imgui.h @@ -790,7 +790,7 @@ enum ImGuiTreeNodeFlags_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] #endif }; @@ -801,7 +801,7 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text + ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text }; // Flags for ImGui::BeginCombo() @@ -1106,7 +1106,8 @@ enum ImGuiStyleVar_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] #endif }; @@ -1151,7 +1152,7 @@ enum ImGuiColorEditFlags_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] #endif }; @@ -1172,7 +1173,7 @@ enum ImGuiMouseCursor_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; @@ -1188,7 +1189,7 @@ enum ImGuiCond_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing + , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing // [renamed in 1.51] #endif }; @@ -1535,7 +1536,6 @@ namespace ImGui { // OBSOLETED in 1.71 (from May 2019) static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) @@ -1570,7 +1570,7 @@ namespace ImGui static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif @@ -2153,7 +2153,7 @@ struct ImFontAtlas int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; @@ -2207,7 +2207,7 @@ struct ImFont IMGUI_API void SetFallbackChar(ImWchar c); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ + typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ #endif }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 24c7b3e3b..aedaa0efa 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6460,7 +6460,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) } // Compute width - const float width_avail = tab_bar->BarRect.GetWidth(); + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) { @@ -6480,7 +6481,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) } // Layout all active tabs - float offset_x = 0.0f; + float offset_x = initial_offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; @@ -6490,7 +6492,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) offset_x += tab->Width + g.Style.ItemInnerSpacing.x; } tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); - tab_bar->OffsetNextTab = 0.0f; // Horizontal scrolling buttons const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); From 09bcf9fbc54e751aed79ca908811eef4f2b1d700 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 16:18:30 +0200 Subject: [PATCH 291/687] Window rectangles: Made InnerRect not affected by window border sizes. its few users shouldn't be meaningfully affected. --- imgui.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 99fb8c2e0..652651abb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5519,15 +5519,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle - // Used by: + // Not affected by window border size. Used by: // - NavScrollToBringItemIntoView() // - NavUpdatePageUpPageDown() // - Scrollbar() const ImRect title_bar_rect = window->TitleBarRect(); - window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + window->InnerRect.Min.x = title_bar_rect.Min.x; + window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight(); + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; // Work rectangle. // Affected by window padding and border size. Used by: From a0994d74c256aaa582149a174385d2257a55728f Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Jun 2019 15:35:55 +0200 Subject: [PATCH 292/687] Clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.The exact meaning of ContentSize for decorated windows was previously ill-defined. --- docs/CHANGELOG.txt | 4 +++ imgui.cpp | 82 ++++++++++++++++++++++------------------------ imgui.h | 2 +- imgui_internal.h | 5 ++- imgui_widgets.cpp | 2 +- 5 files changed, 47 insertions(+), 48 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 09152b43b..c0929a07e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,10 @@ Breaking Changes: - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). Other Changes: +- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available + after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize + will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. + The exact meaning of ContentSize for decorated windows was previously ill-defined. - Columns: Fixed Separator from creating an extraneous draw command. (#125) - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect diff --git a/imgui.cpp b/imgui.cpp index 652651abb..09a81fa90 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4637,8 +4637,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl if (ImLengthSqr(settings->Size) > 0.00001f) size = ImFloor(settings->Size); } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4703,19 +4703,22 @@ static ImVec2 CalcSizeContents(ImGuiWindow* window) return window->SizeContents; ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); - return sz + window->WindowPadding; + sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; } static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize - return size_contents; + return size_desired; } else { @@ -4725,14 +4728,14 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + if (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -4746,12 +4749,12 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) { - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); + return ImMax(0.0f, window->SizeContents.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); } float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) { - return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); + return ImMax(0.0f, window->SizeContents.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); } static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) @@ -4761,7 +4764,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s if (window->ScrollTarget.x < FLT_MAX) { float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + scroll.x = window->ScrollTarget.x - cr_x * window->InnerRect.GetWidth(); } if (window->ScrollTarget.y < FLT_MAX) { @@ -4770,9 +4773,9 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s float target_y = window->ScrollTarget.y; if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y; - scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->SizeContents.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); } scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); if (!window->Collapsed && !window->SkipItems) @@ -5280,16 +5283,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) - { - // Adjust passed "client size" to become a "window size" window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; - if (window->SizeContentsExplicit.y != 0.0f) - window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); - } else if (first_begin_of_the_frame) - { window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) @@ -5349,9 +5345,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) SetCurrentWindow(window); - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else @@ -5417,13 +5415,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). if (!window->Collapsed) { - // When reading the current size we need to read it after size constraints have been applied - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->InnerRect.GetWidth() + window->ScrollbarSizes.x; + float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight() : window->InnerRect.GetHeight() + window->ScrollbarSizes.y; + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x + window->WindowPadding.x * 2.0f > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarY = (window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } @@ -5502,9 +5501,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; - // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) // Update various regions. Variables they depends on should be set above in this function. // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. @@ -6325,16 +6321,12 @@ ImVec2 ImGui::GetWindowPos() void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) { - window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. window->Scroll.x = new_scroll_x; - window->DC.CursorMaxPos.x -= window->Scroll.x; } void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) { - window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. window->Scroll.y = new_scroll_y; - window->DC.CursorMaxPos.y -= window->Scroll.y; } void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) @@ -6350,8 +6342,10 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); - window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so SizeContents calculation doesn't get affected. + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) @@ -6495,11 +6489,13 @@ void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& s g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. + g.NextWindowData.ContentSizeVal = size; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) @@ -6712,7 +6708,7 @@ void ImGui::SetScrollX(float scroll_x) void ImGui::SetScrollY(float scroll_y) { ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY + window->ScrollTarget.y = scroll_y; window->ScrollTargetCenterRatio.y = 0.0f; } @@ -7717,7 +7713,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -7729,7 +7725,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -9794,7 +9790,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == RT_InnerRect) { return window->InnerRect; } else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == RT_WorkRect) { return window->WorkRect; } - else if (rect_type == RT_Contents) { return ImRect(window->Pos, window->Pos + window->SizeContents); } + else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->SizeContents); } else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; } IM_ASSERT(0); return ImRect(); diff --git a/imgui.h b/imgui.h index b865679e2..394c28420 100644 --- a/imgui.h +++ b/imgui.h @@ -271,7 +271,7 @@ namespace ImGui IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. diff --git a/imgui_internal.h b/imgui_internal.h index 2ad53b248..c28073ead 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1253,9 +1253,8 @@ struct IMGUI_API ImGuiWindow ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. FIXME: Include decoration, window title, border, menu, etc. Ideally should remove them from this value? - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize(). EXCLUDE decorations. Making this not consistent with the above! + ImVec2 SizeContents; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 SizeContentsExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index aedaa0efa..d744d77b9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -898,7 +898,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } - ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->SizeFull[axis] - other_scrollbar_size, window->SizeContents[axis], rounding_corners); + ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->InnerRect.Max[axis] - window->InnerRect.Min[axis], window->SizeContents[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) From f95c77eeeae70383b3e278a33b511e0d63ee16ac Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 May 2019 21:49:22 +0200 Subject: [PATCH 293/687] Window rectangles: Changed WorkRect to cover the whole region including scrolling (toward obsolete ContentsRegionRect) + using full WindowPadding*1 padding. Tweaked InnerClipRect. TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579) TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size. Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125) Demo: Added demo code to test contentsrect/workrect --- docs/CHANGELOG.txt | 6 +++ imgui.cpp | 44 ++++++++++++---------- imgui_demo.cpp | 92 ++++++++++++++++++++++++++++++++++++++++++++-- imgui_internal.h | 16 +++++--- imgui_widgets.cpp | 17 +++++---- 5 files changed, 140 insertions(+), 35 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c0929a07e..efbc663e0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -64,6 +64,12 @@ Other Changes: frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which emits key release events when focusing another viewport, leading to Alt+clicking on void on another viewport triggering the issue. (#2609) +- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using + horizontal scrolling. (#2211, #2579) +- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback + loop with the horizontal contents size. +- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full + horizontal area (previously only worked with an explicit contents size). (#125) - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. diff --git a/imgui.cpp b/imgui.cpp index 09a81fa90..8038dfc53 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4999,8 +4999,6 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } } -// Draw background and borders -// Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; @@ -5511,7 +5509,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - Begin() initial clipping rect for drawing window background and borders. // - Begin() clipping whole child ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; - window->OuterRectClipped = window->Rect(); + ImRect outer_rect = window->Rect(); + window->OuterRectClipped = outer_rect; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle @@ -5525,15 +5524,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; - // Work rectangle. - // Affected by window padding and border size. Used by: - // - Columns() for right-most edge - // - BeginTabBar() for right-most edge - window->WorkRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->WorkRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y); - window->WorkRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->WorkRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y); - // Inner clipping rectangle. // Will extend a little bit outside the normal work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. @@ -5541,7 +5531,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. // Affected by window/frame border size. Used by: // - Begin() initial clip rect - window->InnerClipRect = window->WorkRect; + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.y * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); // DRAWING @@ -5589,12 +5583,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : ImMax(allow_scrollbar_x ? window->SizeContents.x : 0.0f, window->InnerRect.GetWidth() - window->WindowPadding.x * 2.0f)); + const float work_rect_size_y = (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : ImMax(allow_scrollbar_y ? window->SizeContents.y : 0.0f, window->InnerRect.GetHeight() - window->WindowPadding.y * 2.0f)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + // [LEGACY] Contents Region - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both. // Used by: - // - Mouse wheel scrolling - // - ... (many things) + // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); @@ -8719,9 +8726,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag window->DC.CurrentColumns = columns; // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->WorkRect.Max.x - window->Pos.x); - columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->OffMaxX = ImMax(content_region_width - window->Scroll.x, columns->OffMinX + 1.0f); + columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; + columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostClipRect = window->ClipRect; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b38fadc74..294e6f03c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -17,9 +17,18 @@ // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // in the same place, to make the demo source code faster to read, faster to write, and smaller in size. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant -// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is -// likely going to be stored outside your functions. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be +// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data +// you would be editing is likely going to be stored outside your functions. + +// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, +// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -2135,6 +2144,83 @@ static void ShowDemoWindowLayout() ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); ImGui::EndChild(); } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + ImGui::End(); + } + ImGui::TreePop(); } diff --git a/imgui_internal.h b/imgui_internal.h index c28073ead..e360f55ad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1294,12 +1294,16 @@ struct IMGUI_API ImGuiWindow ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack - ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // == WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerRect; // Inner rectangle - ImRect InnerClipRect; // == InnerRect minus WindowPadding.x, clipped within viewport or parent clip rect. - ImRect WorkRect; // == InnerRect minus WindowPadding.x - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + int LastFrameActive; // Last frame number the window was Active. float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d744d77b9..0a3c8684f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5127,12 +5127,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxAbs().x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f) - 1; + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); } const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing @@ -6324,15 +6324,15 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->FramePadding = g.Style.FramePadding; // Layout - ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); + ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); const float y = tab_bar->BarRect.Max.y - 1.0f; { - const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x; - const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x; + const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -6874,7 +6874,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (want_clip_rect) PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); - ItemSize(bb, style.FramePadding.y); + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + if (!ItemAdd(bb, id)) { if (want_clip_rect) From fe32fde376033916acef02db528de929a69c28c3 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Jun 2019 16:55:48 +0200 Subject: [PATCH 294/687] Internals: Renamed SizeContents to ContentSize, SizeContentsExplicit to ContentSizeExplicit. Tweaked Metrics->Show Rectangles functionality. --- imgui.cpp | 75 ++++++++++++++++++++++++++--------------------- imgui_internal.h | 6 ++-- imgui_widgets.cpp | 4 +-- 3 files changed, 46 insertions(+), 39 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 8038dfc53..c871445f1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2550,7 +2550,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) Flags = ImGuiWindowFlags_None; Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); - SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); WindowRounding = 0.0f; WindowBorderSize = 0.0f; @@ -4638,7 +4638,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl size = ImFloor(settings->Size); } window->Size = window->SizeFull = ImFloor(size); - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4694,17 +4694,17 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) return new_size; } -static ImVec2 CalcSizeContents(ImGuiWindow* window) +static ImVec2 CalcContentSize(ImGuiWindow* window) { if (window->Collapsed) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->SizeContents; + return window->ContentSize; if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->SizeContents; + return window->ContentSize; ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); return sz; } @@ -4743,18 +4743,18 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcSizeContents(window); + ImVec2 size_contents = CalcContentSize(window); return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); } float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) { - return ImMax(0.0f, window->SizeContents.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + return ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); } float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) { - return ImMax(0.0f, window->SizeContents.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + return ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); } static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) @@ -4773,8 +4773,8 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s float target_y = window->ScrollTarget.y; if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y + window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y + window->WindowPadding.y * 2.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); } scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); @@ -5281,9 +5281,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) - window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) @@ -5318,7 +5318,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->SizeContents = CalcSizeContents(window); + window->ContentSize = CalcContentSize(window); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -5329,7 +5329,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFramesCannotSkipItems = 1; @@ -5339,7 +5339,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->SizeContents = ImVec2(0.f, 0.f); + window->ContentSize = ImVec2(0.f, 0.f); } } @@ -5382,7 +5382,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); + const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); ImVec2 size_full_modified(FLT_MAX, FLT_MAX); if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { @@ -5417,10 +5417,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->InnerRect.GetWidth() + window->ScrollbarSizes.x; float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight() : window->InnerRect.GetHeight() + window->ScrollbarSizes.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x + window->WindowPadding.x * 2.0f > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->ContentSize.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->ContentSize.x + window->WindowPadding.x * 2.0f > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarY = (window->ContentSize.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } @@ -5590,8 +5590,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - BeginTabBar() for right-most edge const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : ImMax(allow_scrollbar_x ? window->SizeContents.x : 0.0f, window->InnerRect.GetWidth() - window->WindowPadding.x * 2.0f)); - const float work_rect_size_y = (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : ImMax(allow_scrollbar_y ? window->SizeContents.y : 0.0f, window->InnerRect.GetHeight() - window->WindowPadding.y * 2.0f)); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->InnerRect.GetWidth() - window->WindowPadding.x * 2.0f)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->InnerRect.GetHeight() - window->WindowPadding.y * 2.0f)); window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; @@ -5604,8 +5604,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) @@ -6351,7 +6351,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) window->Pos = ImFloor(pos); ImVec2 offset = window->Pos - old_pos; window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so SizeContents calculation doesn't get affected. + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.CursorStartPos += offset; } @@ -7720,7 +7720,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -7732,7 +7732,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -9773,7 +9773,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect }; + enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect, RT_Count }; static bool show_windows_begin_order = false; static bool show_windows_rects = false; static int show_windows_rect_type = RT_WorkRect; @@ -9796,7 +9796,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == RT_InnerRect) { return window->InnerRect; } else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == RT_WorkRect) { return window->WorkRect; } - else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->SizeContents); } + else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; } IM_ASSERT(0); return ImRect(); @@ -9901,7 +9901,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", @@ -10004,11 +10004,18 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerRect\0" "InnerClipRect\0" "WorkRect\0" "Contents\0" "ContentsRegionRect\0"); + const char* rects_names[RT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, rects_names, RT_Count); if (show_windows_rects && g.NavWindow) { - ImRect r = Funcs::GetRect(g.NavWindow, show_windows_rect_type); - ImGui::BulletText("'%s': (%.1f,%.1f) (%.1f,%.1f) Size (%.1f,%.1f)", g.NavWindow->Name, r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight()); + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int n = 0; n < RT_Count; n++) + { + ImRect r = Funcs::GetRect(g.NavWindow, n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), rects_names[n]); + } + ImGui::Unindent(); } ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); diff --git a/imgui_internal.h b/imgui_internal.h index e360f55ad..87a2598ed 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1170,7 +1170,7 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 CursorPos; ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position in client area with padding - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame ImVec2 CurrLineSize; ImVec2 PrevLineSize; float CurrLineTextBaseOffset; @@ -1253,8 +1253,8 @@ struct IMGUI_API ImGuiWindow ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeContents; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. - ImVec2 SizeContentsExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0a3c8684f..351a558e0 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -847,7 +847,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa } // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); @@ -898,7 +898,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } - ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->InnerRect.Max[axis] - window->InnerRect.Min[axis], window->SizeContents[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); + ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->InnerRect.Max[axis] - window->InnerRect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) From d6df777ff2c52b5afaac2b9837c2ec1b71b6edc6 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Jun 2019 17:07:43 +0200 Subject: [PATCH 295/687] TextWrapped, PushTextWrapPos(0.0f) within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). --- imgui.cpp | 2 +- imgui_demo.cpp | 6 ++++++ 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index c871445f1..4c8812bc3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2997,7 +2997,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMaxAbs().x; + wrap_pos_x = window->WorkRect.Max.x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 294e6f03c..c8d7b83f8 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2154,6 +2154,7 @@ static void ShowDemoWindowLayout() static bool show_h_scrollbar = true; static bool show_button = true; static bool show_tree_nodes = true; + static bool show_text_wrapped = false; static bool show_columns = true; static bool show_tab_bar = true; static bool explicit_content_size = false; @@ -2167,6 +2168,7 @@ static void ShowDemoWindowLayout() ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size ImGui::Checkbox("Columns", &show_columns); // Will use contents size ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size ImGui::Checkbox("Explicit content size", &explicit_content_size); @@ -2200,6 +2202,10 @@ static void ShowDemoWindowLayout() } ImGui::CollapsingHeader("CollapsingHeader", &open); } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } if (show_columns) { ImGui::Columns(4); From 06f1d2c10152d91a1af6864a22201d9407fdd58b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Jun 2019 18:51:12 +0200 Subject: [PATCH 296/687] Internals: Storing ScrollMax into a member. Mostly to facilitate debugging. Also locking down window->Scroll slightly lower in the Begin function. --- imgui.cpp | 46 ++++++++++++++++++++++++---------------------- imgui_internal.h | 3 +-- 2 files changed, 25 insertions(+), 24 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4c8812bc3..3851108a4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4747,16 +4747,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); } -float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); -} - -float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) -{ - return ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); -} - static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) { ImGuiContext& g = *GImGui; @@ -4780,8 +4770,8 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); if (!window->Collapsed && !window->SkipItems) { - scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); - scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); } return scroll; } @@ -5470,10 +5460,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) @@ -5538,6 +5524,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + // DRAWING // Setup draw list and outer clipping rectangle @@ -5619,7 +5617,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; @@ -6687,22 +6685,26 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos) float ImGui::GetScrollX() { - return GImGui->CurrentWindow->Scroll.x; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; } float ImGui::GetScrollY() { - return GImGui->CurrentWindow->Scroll.y; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; } float ImGui::GetScrollMaxX() { - return GetWindowScrollMaxX(GImGui->CurrentWindow); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; } float ImGui::GetScrollMaxY() { - return GetWindowScrollMaxY(GImGui->CurrentWindow); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; } void ImGui::SetScrollX(float scroll_x) @@ -9906,7 +9908,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); diff --git a/imgui_internal.h b/imgui_internal.h index 87a2598ed..8faaa026d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1262,6 +1262,7 @@ struct IMGUI_API ImGuiWindow ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; + ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis @@ -1450,8 +1451,6 @@ namespace ImGui IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); - IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); From 4149d22e852a2556865e6ce9cb50a597cc754e14 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Jun 2019 19:25:03 +0200 Subject: [PATCH 297/687] Fixed newly created window (e.g. appearing child window) from having scrollbar active on the first frame. (fix 6e03b27) + reworded code a little. (+1 squashed commits) Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags not taking account of the expect scrollbar sizes. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 19 ++++++++++++------- 2 files changed, 13 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index efbc663e0..1375cb8e4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,7 @@ Other Changes: after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. The exact meaning of ContentSize for decorated windows was previously ill-defined. +- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. - Columns: Fixed Separator from creating an extraneous draw command. (#125) - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect diff --git a/imgui.cpp b/imgui.cpp index 3851108a4..e926bf8e1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4733,9 +4733,11 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -5405,12 +5407,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // When reading the current size we need to read it after size constraints have been applied. // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->InnerRect.GetWidth() + window->ScrollbarSizes.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight() : window->InnerRect.GetHeight() + window->ScrollbarSizes.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->ContentSize.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->ContentSize.x + window->WindowPadding.x * 2.0f > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight()); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0,0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = (size_full_modified.x != FLT_MAX || window_just_created) ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = (size_full_modified.y != FLT_MAX || window_just_created) ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->ContentSize.y + window->WindowPadding.y * 2.0f > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } From 15282261ddfd3bdd651a348b2ca8484ae217da26 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 4 Jun 2019 16:22:47 +0200 Subject: [PATCH 298/687] Internals: Minor no-op tidying up toward solving the WindowPadding / WindowBorderSize / ScrollbarSize overlapping mess. + Demo: Use SetScrollY(). --- imgui.cpp | 20 ++++++++++++-------- imgui_demo.cpp | 29 ++++++++++++++++++++--------- imgui_widgets.cpp | 11 +++++++---- 3 files changed, 39 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index e926bf8e1..bc51d8aaa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5400,6 +5400,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + // SCROLLBAR STATUS // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). @@ -5407,7 +5410,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // When reading the current size we need to read it after size constraints have been applied. // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - window->TitleBarHeight() - window->MenuBarHeight()); + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0,0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = (size_full_modified.x != FLT_MAX || window_just_created) ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; @@ -5499,19 +5502,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - FindHoveredWindow() (w/ extra padding when border resize is enabled) // - Begin() initial clipping rect for drawing window background and borders. // - Begin() clipping whole child - ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; - ImRect outer_rect = window->Rect(); + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle // Not affected by window border size. Used by: + // - InnerClipRect // - NavScrollToBringItemIntoView() // - NavUpdatePageUpPageDown() // - Scrollbar() - const ImRect title_bar_rect = window->TitleBarRect(); - window->InnerRect.Min.x = title_bar_rect.Min.x; - window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight(); + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; @@ -5606,7 +5610,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Used by: // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); @@ -5615,7 +5619,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c8d7b83f8..58f1dbecb 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2059,14 +2059,21 @@ static void ShowDemoWindowLayout() HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); static bool track = true; - static int track_line = 50, scroll_to_px = 200; + static int track_line = 50; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; ImGui::Checkbox("Track", &track); ImGui::PushItemWidth(100); - ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); - bool scroll_to = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); + ImGui::SameLine(140); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off_y", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos_y", &scroll_to_pos_px, 1.00f, 0, 9999, "Y = %.0f px"); + ImGui::PopItemWidth(); - if (scroll_to) + if (scroll_to_off || scroll_to_pos) track = false; ImGuiStyle& style = ImGui::GetStyle(); @@ -2076,9 +2083,13 @@ static void ShowDemoWindowLayout() if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true); - if (scroll_to) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); + + ImGuiWindowFlags child_flags = ImGuiWindowFlags_MenuBar; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); for (int line = 0; line < 100; line++) { if (track && line == track_line) @@ -2094,7 +2105,7 @@ static void ShowDemoWindowLayout() float scroll_y = ImGui::GetScrollY(); float scroll_max_y = ImGui::GetScrollMaxY(); ImGui::EndChild(); - ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); ImGui::EndGroup(); } ImGui::TreePop(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 351a558e0..becb5fe92 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -883,22 +883,25 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); IM_UNUSED(scrollbar_size); const float other_scrollbar_size = window->ScrollbarSizes[axis]; ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; ImRect bb; if (axis == ImGuiAxis_X) { - bb.Min = ImVec2(window->InnerRect.Min.x, window->InnerRect.Max.y); - bb.Max = ImVec2(window->InnerRect.Max.x, outer_rect.Max.y - window->WindowBorderSize); + bb.Min = ImVec2(inner_rect.Min.x, inner_rect.Max.y); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y - window->WindowBorderSize); rounding_corners |= ImDrawCornerFlags_BotLeft; } else { - bb.Min = ImVec2(window->InnerRect.Max.x, window->InnerRect.Min.y); + bb.Min = ImVec2(inner_rect.Max.x, inner_rect.Min.y); bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } - ScrollbarEx(bb, id, axis, &window->Scroll[axis], window->InnerRect.Max[axis] - window->InnerRect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) From c1a61d25a71823d21943ff33121f75f344346955 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 5 Jun 2019 15:23:01 +0200 Subject: [PATCH 299/687] Scrollbar overlap an extra WindowBorderSize amount on the left to make all distances consistent. Reverted to BorderSize not affecting work/contents rectangles. Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. --- docs/CHANGELOG.txt | 3 ++- imgui.cpp | 45 +++++++++++++++++++++++++++++---------------- imgui_demo.cpp | 8 ++++++++ imgui_widgets.cpp | 11 ++++++----- 4 files changed, 45 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1375cb8e4..11c98068a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -57,7 +57,8 @@ Other Changes: - ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384). - CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) -- Scrollbar: Very minor bounding box adjustment to cope with various border size. +- Scrollbar: Minor bounding box adjustment to cope with various border size. +- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. - Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] - Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. diff --git a/imgui.cpp b/imgui.cpp index bc51d8aaa..039f93f67 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1146,7 +1146,7 @@ ImGuiStyle::ImGuiStyle() TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. @@ -5375,23 +5375,36 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Calculate auto-fit size, handle automatic resize const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); - ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) - window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } if (!window->Collapsed) MarkIniSettingsDirty(window); } @@ -5403,18 +5416,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Decoration size const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - // SCROLLBAR STATUS + // SCROLLBAR VISIBILITY - // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). if (!window->Collapsed) { // When reading the current size we need to read it after size constraints have been applied. // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; - ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0,0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = (size_full_modified.x != FLT_MAX || window_just_created) ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = (size_full_modified.y != FLT_MAX || window_just_created) ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) @@ -5597,8 +5611,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - BeginTabBar() for right-most edge const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->InnerRect.GetWidth() - window->WindowPadding.x * 2.0f)); - const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->InnerRect.GetHeight() - window->WindowPadding.y * 2.0f)); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; @@ -5606,13 +5620,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [LEGACY] Contents Region // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out when we have both. // Used by: // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 58f1dbecb..6abfbbf24 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2168,6 +2168,7 @@ static void ShowDemoWindowLayout() static bool show_text_wrapped = false; static bool show_columns = true; static bool show_tab_bar = true; + static bool show_child = false; static bool explicit_content_size = false; static float contents_size_x = 300.0f; if (explicit_content_size) @@ -2182,7 +2183,9 @@ static void ShowDemoWindowLayout() ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size ImGui::Checkbox("Columns", &show_columns); // Will use contents size ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); if (explicit_content_size) { ImGui::SameLine(); @@ -2235,6 +2238,11 @@ static void ShowDemoWindowLayout() if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } ImGui::EndTabBar(); } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0,0), true); + ImGui::EndChild(); + } ImGui::End(); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index becb5fe92..39307243d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -884,21 +884,22 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; - IM_ASSERT(scrollbar_size > 0.0f); IM_UNUSED(scrollbar_size); + IM_ASSERT(scrollbar_size > 0.0f); const float other_scrollbar_size = window->ScrollbarSizes[axis]; ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; ImRect bb; if (axis == ImGuiAxis_X) { - bb.Min = ImVec2(inner_rect.Min.x, inner_rect.Max.y); - bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y - window->WindowBorderSize); + bb.Min = ImVec2(inner_rect.Min.x, outer_rect.Max.y - border_size - scrollbar_size); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); rounding_corners |= ImDrawCornerFlags_BotLeft; } else { - bb.Min = ImVec2(inner_rect.Max.x, inner_rect.Min.y); - bb.Max = ImVec2(outer_rect.Max.x - window->WindowBorderSize, window->InnerRect.Max.y); + bb.Min = ImVec2(outer_rect.Max.x - border_size - scrollbar_size, inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); From 300d8dd6569d1b45e67fbed9b05b4cc077d30690 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 5 Jun 2019 15:32:37 +0200 Subject: [PATCH 300/687] Internals: Moved scrollbar visibility calculation block below the call to UpdateManualResize(). This commit is _intended_ to have no side-effect (next commit will). Also moved ItemWidthDefault calculation below rectangles. --- imgui.cpp | 52 ++++++++++++++++++++++++++-------------------------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 039f93f67..183b8c2da 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5416,26 +5416,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Decoration size const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - // SCROLLBAR VISIBILITY - - // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); - ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; - ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; - //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } - // POSITION // Popup latch its initial position, will position itself when it appears next frame @@ -5466,7 +5446,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); - // Clamp position so it stays visible + // Clamp position/size so it stays visible // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. ImRect viewport_rect(GetViewportRect()); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) @@ -5501,11 +5481,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); window->ResizeBorderHeld = (signed char)border_held; - // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); - else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) // Update various regions. Variables they depends on should be set above in this function. @@ -5547,6 +5541,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + else + window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + // SCROLLING // Lock down maximum scrolling From c96f2c40571c32700e0568fb4165badc93a7559c Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 5 Jun 2019 15:33:41 +0200 Subject: [PATCH 301/687] Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize. Moved Scrollbar visibility block. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 20 +++++++++++++------- 2 files changed, 15 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 11c98068a..2833b29fa 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,8 @@ Other Changes: will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. The exact meaning of ContentSize for decorated windows was previously ill-defined. - Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. +- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar + appear for a single frame after the resize. - Columns: Fixed Separator from creating an extraneous draw command. (#125) - Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect diff --git a/imgui.cpp b/imgui.cpp index 183b8c2da..36ad3b44b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1077,7 +1077,7 @@ static int FindWindowFocusIndex(ImGuiWindow* window); // Misc static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); @@ -4829,15 +4829,18 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ } // Handle resize for: Resize Grips, Borders, Gamepad -static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); @@ -4871,6 +4874,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { // Manual auto-fit when double-clicking size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; ClearActiveID(); } else if (held) @@ -4945,6 +4949,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->Size = window->SizeFull; + return ret_auto_fit; } static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) @@ -5478,7 +5483,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); if (!window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; // SCROLLBAR VISIBILITY From 597c024904d76ec3ac182a36ecfdff1aa99c21f0 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 00:42:27 +0200 Subject: [PATCH 302/687] Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489) --- docs/CHANGELOG.txt | 4 ++++ examples/imgui_impl_dx9.cpp | 4 ++-- imconfig.h | 3 +++ imgui.cpp | 2 ++ imgui.h | 20 ++++++++++++-------- 5 files changed, 23 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2833b29fa..e291ef3c1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,10 @@ HOW TO UPDATE? Breaking Changes: - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only + need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire + structure within an awkward macro. Using the old macro will now error with a message pointing you + to the new method. (#38, #103, #1172, #1231, #2489) Other Changes: - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 9dc9d92f5..f1a67f694 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -138,8 +138,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and - // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR - // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + // 1) to avoid repacking colors: use '#define IMGUI_USE_BGRA_PACKED_COLOR' + // 2) to avoid repacking vertices: use 'struct ImDrawVertDx9 { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }' + '#define ImDrawVert ImDrawVertDx9' CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) diff --git a/imconfig.h b/imconfig.h index 6eaffd74c..ba4ff1040 100644 --- a/imconfig.h +++ b/imconfig.h @@ -68,6 +68,9 @@ // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Override ImDrawVert layout (see comments near ImDrawVert declaration) +//#define ImDrawVert MyDrawVert + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/imgui.cpp b/imgui.cpp index 36ad3b44b..98d8dd031 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,8 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/06/05 (1.71) - changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism. instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, + avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error and show a message pointing you to the you method. - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. diff --git a/imgui.h b/imgui.h index 394c28420..5fdc1ae3c 100644 --- a/imgui.h +++ b/imgui.h @@ -97,7 +97,7 @@ struct ImDrawData; // All draw command lists required to render struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. -struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. You may override layout with a #define. struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader struct ImFontConfig; // Configuration data when adding a font or merging fonts @@ -1803,19 +1803,23 @@ typedef unsigned short ImDrawIdx; #endif // Vertex layout -#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +// (You can override the vertex format layout by using e.g. #define ImDrawVert MyDrawVert in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields +// as needed to simplify integration in your engine. IMPORTANT: dear imgui DOES NOT CLEAR THE STRUCTURE AND DOESN"T CALL ITS CONSTRUCTOR, +// so any field other than pos/uv/col will be uninitialized. If you add extra fields (such as a Z coordinate) you will need to either +// ignore them, either set them up yourself.) +#ifndef ImDrawVert struct ImDrawVert { ImVec2 pos; ImVec2 uv; ImU32 col; }; -#else -// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h -// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef) -// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. -IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// We previously used IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT that was expanded in this file. Instead please use '#define ImDrawVert MyDrawVert' [OBSOLETED in 1.71] +#if defined(IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +#error Please use '#define ImDrawVert MyDrawVert' instead! #endif // For use by ImDrawListSplitter. From 480d57e6a231a2902a2669712ff1c7871e9288d7 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 00:59:07 +0200 Subject: [PATCH 303/687] Revert "Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489)" This reverts commit 597c024904d76ec3ac182a36ecfdff1aa99c21f0. --- docs/CHANGELOG.txt | 4 ---- examples/imgui_impl_dx9.cpp | 4 ++-- imconfig.h | 3 --- imgui.cpp | 2 -- imgui.h | 20 ++++++++------------ 5 files changed, 10 insertions(+), 23 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e291ef3c1..2833b29fa 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,10 +35,6 @@ HOW TO UPDATE? Breaking Changes: - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). -- Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only - need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire - structure within an awkward macro. Using the old macro will now error with a message pointing you - to the new method. (#38, #103, #1172, #1231, #2489) Other Changes: - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index f1a67f694..9dc9d92f5 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -138,8 +138,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and - // 1) to avoid repacking colors: use '#define IMGUI_USE_BGRA_PACKED_COLOR' - // 2) to avoid repacking vertices: use 'struct ImDrawVertDx9 { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }' + '#define ImDrawVert ImDrawVertDx9' + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) diff --git a/imconfig.h b/imconfig.h index ba4ff1040..6eaffd74c 100644 --- a/imconfig.h +++ b/imconfig.h @@ -68,9 +68,6 @@ // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int -//---- Override ImDrawVert layout (see comments near ImDrawVert declaration) -//#define ImDrawVert MyDrawVert - //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/imgui.cpp b/imgui.cpp index 98d8dd031..36ad3b44b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,8 +369,6 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/06/05 (1.71) - changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism. instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, - avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error and show a message pointing you to the you method. - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. diff --git a/imgui.h b/imgui.h index 5fdc1ae3c..581a3ade8 100644 --- a/imgui.h +++ b/imgui.h @@ -97,7 +97,7 @@ struct ImDrawData; // All draw command lists required to render struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. -struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. You may override layout with a #define. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader struct ImFontConfig; // Configuration data when adding a font or merging fonts @@ -1803,23 +1803,19 @@ typedef unsigned short ImDrawIdx; #endif // Vertex layout -// (You can override the vertex format layout by using e.g. #define ImDrawVert MyDrawVert in imconfig.h -// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields -// as needed to simplify integration in your engine. IMPORTANT: dear imgui DOES NOT CLEAR THE STRUCTURE AND DOESN"T CALL ITS CONSTRUCTOR, -// so any field other than pos/uv/col will be uninitialized. If you add extra fields (such as a Z coordinate) you will need to either -// ignore them, either set them up yourself.) -#ifndef ImDrawVert +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; ImVec2 uv; ImU32 col; }; -#endif - -// We previously used IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT that was expanded in this file. Instead please use '#define ImDrawVert MyDrawVert' [OBSOLETED in 1.71] -#if defined(IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) -#error Please use '#define ImDrawVert MyDrawVert' instead! +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif // For use by ImDrawListSplitter. From fea5f70611bca3987e78c6057302fab04555e56c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 00:20:29 +0200 Subject: [PATCH 304/687] ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback. --- docs/CHANGELOG.txt | 2 ++ imconfig.h | 6 ++++++ imgui.h | 3 +++ 3 files changed, 11 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2833b29fa..791ec1e76 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -84,6 +84,8 @@ Other Changes: support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. - ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. +- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to + facilitate custom rendering back-ends passing local render-specific data to the draw callback. - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not diff --git a/imconfig.h b/imconfig.h index 6eaffd74c..84d35fd7b 100644 --- a/imconfig.h +++ b/imconfig.h @@ -68,6 +68,12 @@ // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/imgui.h b/imgui.h index 581a3ade8..03e94df76 100644 --- a/imgui.h +++ b/imgui.h @@ -1771,7 +1771,10 @@ struct ImColor // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif // Special Draw callback value to request renderer back-end to reset the graphics/render state. // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. From 431aa4e456158f463840f7a9be5e651e94a4d9b6 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 16:13:30 +0200 Subject: [PATCH 305/687] Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. --- docs/TODO.txt | 1 + examples/example_apple_opengl2/main.mm | 2 +- examples/example_emscripten/main.cpp | 4 ++-- examples/example_glfw_opengl2/main.cpp | 4 ++-- examples/example_glfw_opengl3/main.cpp | 6 ++---- examples/example_glfw_vulkan/main.cpp | 4 ++-- examples/example_glut_opengl2/main.cpp | 2 +- .../example_sdl_opengl2/example_sdl_opengl2.vcxproj | 2 +- examples/example_sdl_opengl2/main.cpp | 5 +++-- examples/example_sdl_opengl3/main.cpp | 6 +++--- examples/example_sdl_vulkan/main.cpp | 4 ++-- examples/example_win32_directx10/main.cpp | 4 ++-- examples/example_win32_directx11/main.cpp | 4 ++-- examples/example_win32_directx12/main.cpp | 8 ++++---- examples/example_win32_directx9/main.cpp | 4 ++-- examples/imgui_impl_dx10.cpp | 3 ++- examples/imgui_impl_dx11.cpp | 3 ++- examples/imgui_impl_dx12.cpp | 1 + examples/imgui_impl_dx9.cpp | 3 ++- examples/imgui_impl_dx9.h | 2 +- examples/imgui_impl_glfw.cpp | 12 ++++++------ examples/imgui_impl_opengl2.cpp | 3 ++- examples/imgui_impl_opengl3.cpp | 3 ++- examples/imgui_impl_sdl.cpp | 1 - examples/imgui_impl_vulkan.cpp | 3 ++- imgui.cpp | 13 +++++++++---- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 8 +++++--- 28 files changed, 66 insertions(+), 53 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index e6e119f17..a918b9e16 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -9,6 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? + - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index 2c4622f1c..d11b908d2 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -241,7 +241,7 @@ IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp index 574e6e249..5679d08df 100644 --- a/examples/example_emscripten/main.cpp +++ b/examples/example_emscripten/main.cpp @@ -61,8 +61,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 084637132..57841ffa4 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -43,8 +43,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 9888ec5bb..dffd46c93 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -86,8 +86,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -171,14 +171,12 @@ int main(int, char**) // Rendering ImGui::Render(); int display_w, display_h; - glfwMakeContextCurrent(window); glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glfwMakeContextCurrent(window); glfwSwapBuffers(window); } diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index e0c062afb..2d1c4e004 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -372,8 +372,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index e9fc10686..3e63dad02 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -107,7 +107,7 @@ int main(int argc, char** argv) // Setup Dear ImGui context ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj index f60944556..83a6a8a02 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj +++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj @@ -19,7 +19,7 @@ - {94E991D0-790A-4DAF-B442-AAADE3233C75} + {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741} example_sdl_opengl2 8.1 diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index ddefd096e..7b3e853a4 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -31,14 +31,15 @@ int main(int, char**) SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 08f1bb00f..38b9ebd59 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -55,6 +55,7 @@ int main(int, char**) SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync // Initialize OpenGL loader @@ -77,8 +78,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -170,7 +171,6 @@ int main(int, char**) // Rendering ImGui::Render(); - SDL_GL_MakeCurrent(window, gl_context); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 2d49dda44..6ac67b824 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -355,8 +355,8 @@ int main(int, char**) // Setup Dear ImGui context ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 7b4a598ea..d05268aad 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -46,8 +46,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index 9c3385292..9523728d8 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -46,8 +46,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 82f1e547d..90631e852 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -42,7 +42,7 @@ void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); void WaitForLastSubmittedFrame(); -FrameContext* WaitForNextFrameResources(); +FrameContext* WaitForNextFrameResources(); void ResizeSwapChain(HWND hWnd, int width, int height); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); @@ -70,8 +70,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -333,9 +333,9 @@ void CleanupDeviceD3D() void CreateRenderTarget() { - ID3D12Resource* pBackBuffer; for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { + ID3D12Resource* pBackBuffer = NULL; g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); g_mainRenderTargetResource[i] = pBackBuffer; diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 74a19d09d..9e8dba955 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -44,8 +44,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 4c3e5bbbf..22c4b9d02 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -146,7 +146,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) g_pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) @@ -486,6 +486,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() bool ImGui_ImplDX10_Init(ID3D10Device* device) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 685b83fc5..3bcb03a2b 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -148,7 +148,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->Unmap(g_pIB, 0); // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) @@ -493,6 +493,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 9bfa6a87b..b40e92829 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -605,6 +605,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 9dc9d92f5..2ee76ca6f 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -80,7 +80,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() { float L = draw_data->DisplayPos.x + 0.5f; @@ -218,6 +218,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h index 3af22d3fd..1eaea87d3 100644 --- a/examples/imgui_impl_dx9.h +++ b/examples/imgui_impl_dx9.h @@ -19,5 +19,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 090b012d1..bcfeac454 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -43,11 +43,11 @@ #define GLFW_EXPOSE_NATIVE_WIN32 #include // for glfwGetWin32Window #endif -#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING -#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED -#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale -#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale +#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface // Data enum GlfwClientApi @@ -56,7 +56,7 @@ enum GlfwClientApi GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; -static GLFWwindow* g_Window = NULL; +static GLFWwindow* g_Window = NULL; // Main window static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static double g_Time = 0.0; static bool g_MouseJustPressed[5] = { false, false, false, false, false }; diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index e1584a16c..95720ff3c 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -57,6 +57,7 @@ static GLuint g_FontTexture = 0; // Functions bool ImGui_ImplOpenGL2_Init() { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl2"; return true; @@ -98,7 +99,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid // glUseProgram(last_program) // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glMatrixMode(GL_PROJECTION); glPushMatrix(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 494fa07a6..2bf4ea85b 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -122,6 +122,7 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX @@ -177,7 +178,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid #endif // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index a9ff5cd80..1922068ef 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -43,7 +43,6 @@ #include "imgui_impl_sdl.h" // SDL -// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+) #include #include #if defined(__APPLE__) diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 0cd6a77d0..b55cb190b 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -293,7 +293,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu } // Setup scale and translation: - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { float scale[2]; scale[0] = 2.0f / draw_data->DisplaySize.x; @@ -803,6 +803,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/imgui.cpp b/imgui.cpp index 36ad3b44b..721fbe118 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3575,9 +3575,12 @@ void ImGui::NewFrame() g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) UpdateMouseMovingWindowNewFrame(); - UpdateHoveredWindowAndCaptureFlags(); // Background darkening/whitening if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) @@ -4722,7 +4725,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) } else { - // Maximum window size is determined by the display size + // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; ImVec2 size_min = style.WindowMinSize; @@ -5081,7 +5084,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_close_button = (p_open != NULL); const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); - // Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -5451,7 +5454,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); - // Clamp position/size so it stays visible + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. ImRect viewport_rect(GetViewportRect()); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) @@ -8701,6 +8705,7 @@ void ImGui::PushColumnsBackground() window->DrawList->ChannelsSetCurrent(0); int cmd_size = window->DrawList->CmdBuffer.Size; PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd } diff --git a/imgui_internal.h b/imgui_internal.h index 8faaa026d..1760bbb2d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1659,10 +1659,10 @@ extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) #endif #if defined(__clang__) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 39307243d..a5f820b0f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -463,7 +463,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + if (flatten_hovered_children) g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -491,7 +492,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } } - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. @@ -6454,7 +6455,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); - tab->WidthContents = TabItemCalcSize(tab_name, (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true).x; + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; From 2b997141cf4f7a0e3bf3be88232c1e3bafaa5328 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 16:36:26 +0200 Subject: [PATCH 306/687] Made PushID() behave the same in 32-bit and 64-bit, by not padding the integer into a void*. (Also technically faster.) --- imgui.cpp | 17 +++++++++++++++-- imgui_internal.h | 2 ++ 2 files changed, 17 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 721fbe118..0be695469 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2624,6 +2624,14 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) return id; } +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + return id; +} + ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); @@ -2636,6 +2644,12 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) return ImHashData(&ptr, sizeof(void*), seed); } +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); +} + // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { @@ -6836,9 +6850,8 @@ void ImGui::PushID(const void* ptr_id) void ImGui::PushID(int int_id) { - const void* ptr_id = (void*)(intptr_t)int_id; ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); } // Push a given id value ignoring the ID stack as a seed. diff --git a/imgui_internal.h b/imgui_internal.h index 1760bbb2d..ab14d9f36 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1330,8 +1330,10 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. From 32ab0a82d6941f89dc95661a8c9481d4c3c482ce Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 6 Jun 2019 17:54:25 +0200 Subject: [PATCH 307/687] imgui-test: Added IMGUI_TEST_ENGINE_LOG macro to emit into test log from core or user land. --- imgui_internal.h | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index ab14d9f36..0482aef24 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1660,11 +1660,14 @@ extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) #endif #if defined(__clang__) From afa3978ff6969635f95d93e47662879179f49a41 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 May 2019 11:45:32 +0200 Subject: [PATCH 308/687] Internals: Added drawlist and color arg to RenderArrow(), RenderBullet(). Reordered args for RenderPixelEllipsis. --- imgui.cpp | 17 ++++++----------- imgui_draw.cpp | 2 +- imgui_internal.h | 12 +++++++++--- imgui_widgets.cpp | 48 ++++++++++++++++++++++++++--------------------- 4 files changed, 43 insertions(+), 36 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 0be695469..822d6a405 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2445,13 +2445,11 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; + const float h = draw_list->_Data->FontSize * 1.00f; float r = h * 0.40f * scale; - ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; switch (dir) @@ -2475,15 +2473,12 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) IM_ASSERT(0); break; } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } -void ImGui::RenderBullet(ImVec2 pos) +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 3f6b49a21..256717685 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -3123,7 +3123,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im // FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, // and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match // the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) +void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count) { ImFont* font = draw_list->_Data->Font; const float font_scale = draw_list->_Data->FontSize / font->FontSize; diff --git a/imgui_internal.h b/imgui_internal.h index 0482aef24..ed1919ccd 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1578,18 +1578,24 @@ namespace ImGui IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight 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 LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); + IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a5f820b0f..6b2df21c8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -366,7 +366,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args) return; // Render - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); } @@ -703,10 +704,11 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); return pressed; } @@ -759,11 +761,12 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); // Render - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center/* + ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, col, 12); - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging()) @@ -1143,8 +1146,9 @@ void ImGui::Bullet() } // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1419,8 +1423,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) @@ -5225,15 +5231,16 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) @@ -5255,14 +5262,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Unframed typed for tree nodes if (hovered || selected) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + RenderBullet(window->DrawList, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col); else if (!is_leaf) - RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); @@ -6036,9 +6043,8 @@ bool ImGui::BeginMenu(const char* label, bool enabled) float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); - if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); - if (!enabled) PopStyleColor(); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); @@ -7094,7 +7100,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text)); + RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); } else { From 0770449630630586bb8ec572dcce2fcb9654d70b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 May 2019 17:24:22 +0200 Subject: [PATCH 309/687] Window: child windows outer decorations (e.g. scrollbar) are rendered as part of their parent window, avoiding the creation of an extraneous draw command. + Metrics: inverted color of clip rect vs vertices bounding box when hovering a draw command, so the color matches the per-vertex preview. --- docs/CHANGELOG.txt | 10 ++++++++-- imgui.cpp | 25 ++++++++++++++++++++++--- 2 files changed, 30 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 791ec1e76..93132e152 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,12 @@ HOW TO UPDATE? Breaking Changes: - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now + performed as part of their parent window, avoiding the creation of an extraneous draw commands. + If you have overlapping child windows with decorations, and relied on their relative z-order to be + mapped to submission their order, this will affect your rendering. The optimization is disabled + if the parent window has no visual output because it appears to be the most common situation leading + to the creation of overlapping child windows. Please reach out if you are affected by this change! Other Changes: - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available @@ -44,8 +50,6 @@ Other Changes: - Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. - Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize. -- Columns: Fixed Separator from creating an extraneous draw command. (#125) -- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. - Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting @@ -74,6 +78,8 @@ Other Changes: loop with the horizontal contents size. - Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125) +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. diff --git a/imgui.cpp b/imgui.cpp index 822d6a405..dfdbf716c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,10 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. @@ -3768,7 +3772,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im { int count = window->DC.ChildWindows.Size; if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -5603,10 +5607,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + // Draw navigation selection/windowing rectangle border if (g.NavWindowingTargetAnim == window) { @@ -9883,8 +9902,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImRect vtxs_rect; 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); - clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); } if (!pcmd_node_open) continue; From d8435c771025dce27c97ca2fdf2736fa303ba0d9 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Jun 2019 15:02:16 +0200 Subject: [PATCH 310/687] ImDrawListSplitter: Fix idx offset when merging (cef88f6) (#2591) --- imgui.h | 2 +- imgui_draw.cpp | 5 +++-- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/imgui.h b/imgui.h index 03e94df76..b967d5bec 100644 --- a/imgui.h +++ b/imgui.h @@ -1840,7 +1840,7 @@ struct ImDrawListSplitter inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); IMGUI_API void Split(ImDrawList* draw_list, int count); - IMGUI_API void Merge(ImDrawList* draw_lists); + IMGUI_API void Merge(ImDrawList* draw_list); IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 256717685..cba3e76a0 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1267,12 +1267,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) + if (ch.CmdBuffer.Size > 0 && ch.CmdBuffer.back().ElemCount == 0) ch.CmdBuffer.pop_back(); - else if (ch.CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch.CmdBuffer[0])) + if (ch.CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch.CmdBuffer[0])) { // Merge previous channel last draw command with current channel first draw command if matching. last_cmd->ElemCount += ch.CmdBuffer[0].ElemCount; + idx_offset += ch.CmdBuffer[0].ElemCount; ch.CmdBuffer.erase(ch.CmdBuffer.Data); } if (ch.CmdBuffer.Size > 0) From a9b5c834b62d72887909169f12119581b84e44dd Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Jun 2019 15:41:04 +0200 Subject: [PATCH 311/687] ImDrawListSplitter: Don't merge draw commands when crossing a VtxOffset boundary + Renamed fields ImDrawChannels to consistently suggest those are internal structures. --- imgui.h | 6 +++--- imgui_draw.cpp | 54 +++++++++++++++++++++++++------------------------- 2 files changed, 30 insertions(+), 30 deletions(-) diff --git a/imgui.h b/imgui.h index b967d5bec..f915635da 100644 --- a/imgui.h +++ b/imgui.h @@ -1824,8 +1824,8 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; // For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; }; // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. @@ -1834,7 +1834,7 @@ struct ImDrawListSplitter { int _Current; // Current channel number (0) int _Count; // Number of active channels (1+) - ImVector _Channels; // Draw channels (not resized down so Count might be < Channels.Size) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) inline ImDrawListSplitter() { Clear(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame diff --git a/imgui_draw.cpp b/imgui_draw.cpp index cba3e76a0..26edd91ac 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1203,8 +1203,8 @@ void ImDrawListSplitter::ClearFreeMemory() { if (i == _Current) memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); } _Current = 0; _Count = 1; @@ -1231,22 +1231,22 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) } else { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); } - if (_Channels[i].CmdBuffer.Size == 0) + if (_Channels[i]._CmdBuffer.Size == 0) { ImDrawCmd draw_cmd; draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); draw_cmd.TextureId = draw_list->_TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); + _Channels[i]._CmdBuffer.push_back(draw_cmd); } } } static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) { - return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && !a->UserCallback && !b->UserCallback; + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; } void ImDrawListSplitter::Merge(ImDrawList* draw_list) @@ -1262,28 +1262,28 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; - ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0].CmdBuffer.Size > 0) ? &_Channels[0].CmdBuffer.back() : NULL; + ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0]._CmdBuffer.Size > 0) ? &_Channels[0]._CmdBuffer.back() : NULL; int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size > 0 && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - if (ch.CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch.CmdBuffer[0])) + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) { // Merge previous channel last draw command with current channel first draw command if matching. - last_cmd->ElemCount += ch.CmdBuffer[0].ElemCount; - idx_offset += ch.CmdBuffer[0].ElemCount; - ch.CmdBuffer.erase(ch.CmdBuffer.Data); + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); } - if (ch.CmdBuffer.Size > 0) - last_cmd = &ch.CmdBuffer.back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; - for (int cmd_n = 0; cmd_n < ch.CmdBuffer.Size; cmd_n++) + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) { - ch.CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; - idx_offset += ch.CmdBuffer.Data[cmd_n].ElemCount; + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; } } draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); @@ -1295,8 +1295,8 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(idx_write, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } } draw_list->_IdxWritePtr = idx_write; draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. @@ -1309,11 +1309,11 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) if (_Current == idx) return; // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() - memcpy(&_Channels.Data[_Current].CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); - memcpy(&_Channels.Data[_Current].IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); _Current = idx; - memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx].CmdBuffer, sizeof(draw_list->CmdBuffer)); - memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx].IdxBuffer, sizeof(draw_list->IdxBuffer)); + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; } From a8eb64fc5471e05e17760083b696362b3efb36e2 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Jun 2019 14:02:46 +0200 Subject: [PATCH 312/687] Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. Extracted tab rendering code into a RenderTextEllipsis() function. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 45 +++++++++++++++++++++++++++++++++++++++++++++ imgui_internal.h | 1 + imgui_widgets.cpp | 31 ++----------------------------- 4 files changed, 49 insertions(+), 29 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 93132e152..36b62efe8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -83,6 +83,7 @@ Other Changes: - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. +- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. - ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. diff --git a/imgui.cpp b/imgui.cpp index dfdbf716c..eeafc1c0f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2422,6 +2422,51 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons LogRenderedText(&pos_min, text, text_display_end); } + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define where the ellipsis is, from actual clipping and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + if (text_size.x > pos_max.x - pos_min.x) + { + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const int ellipsis_dot_count = 3; + const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; + const char* text_end_ellipsis = NULL; + float text_size_clipped_x = font->CalcTextSizeA(font_size, (pos_max.x - pos_min.x) - ellipsis_width + 1.0f, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) // Always display at least 1 character if there's no room for character + ellipsis + { + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) // Trim trailing space + { + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + + const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; + if (ellipsis_x + ellipsis_width <= ellipsis_max_x) + RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { diff --git a/imgui_internal.h b/imgui_internal.h index ed1919ccd..247a0748e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1575,6 +1575,7 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6b2df21c8..93ee7f33f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7077,35 +7077,8 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, text_pixel_clip_bb.Max.x -= close_button_sz; } - // Label with ellipsis - // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment - const char* label_display_end = FindRenderedTextEnd(label); - if (label_size.x > text_ellipsis_clip_bb.GetWidth()) - { - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; - const char* label_end = NULL; - float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x; - if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis - { - label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end); - label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x; - } - while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space - { - label_end--; - label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte - } - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f)); - - const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; - if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); - } - else - { - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f)); - } + float ellipsis_max_x = close_button_visible ? -FLT_MAX : bb.Max.x; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); return close_button_pressed; } From c3a348aa25e59de404e5e641a1755879349e3a03 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Jun 2019 15:52:36 +0200 Subject: [PATCH 313/687] CollapsingHeader: Minor fix to align right side of frames (which is extruded past the Work/Contents rect) with clipping rectangle. --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 93ee7f33f..ba3a71e03 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5143,7 +5143,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { // Framed header expand a little outside the default padding frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); } const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing From 459763266299e6d090c6f0f1f44832d650d0c0b9 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Jun 2019 16:11:19 +0200 Subject: [PATCH 314/687] Readme, comments, dear imgui prefixes --- docs/README.md | 15 +++++---- examples/README.txt | 8 ++++- examples/example_allegro5/README.md | 2 +- examples/example_glfw_vulkan/CMakeLists.txt | 7 +++- examples/example_null/main.cpp | 3 +- imconfig.h | 6 ++-- imgui.cpp | 36 ++++++++++----------- imgui.h | 16 ++++----- imgui_demo.cpp | 4 +-- imgui_draw.cpp | 4 +-- imgui_internal.h | 4 +-- misc/cpp/README.txt | 2 +- misc/fonts/README.txt | 4 +-- misc/freetype/README.md | 4 +-- 14 files changed, 64 insertions(+), 51 deletions(-) diff --git a/docs/README.md b/docs/README.md index 1b00d2fb0..5987c79aa 100644 --- a/docs/README.md +++ b/docs/README.md @@ -20,7 +20,7 @@ Dear ImGui is designed to enable fast iterations and to empower programmers to c Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. -See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases. +See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases. Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: - imgui.cpp @@ -177,7 +177,8 @@ User screenshots:
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019) -
[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward) +
[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019) +
[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward) Custom engine [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) @@ -197,7 +198,7 @@ References The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. - [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). - [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf). -- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/). +- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/). - [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861). - [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). - [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). @@ -241,7 +242,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". -**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?** +**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
**How can I display an image? What is ImTextureID, how does it works?**
**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
**How can I use my own math types instead of ImVec2/ImVec4?** @@ -250,7 +251,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
**How can I load multiple fonts?**
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
**How can I interact with standard C++ types (such as std::string and std::vector)?** -
**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)** +
**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
**I integrated Dear ImGui in my engine and the text or lines are blurry..**
**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..** @@ -308,10 +309,10 @@ Ongoing dear imgui development is financially supported by users and private spo - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. **Salty caramel supporters** -- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games. +- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford. **Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem. +- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra. And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) diff --git a/examples/README.txt b/examples/README.txt index 82d39ef18..5cc274828 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -93,7 +93,7 @@ Most the example bindings are split in 2 parts: - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be seamlessly detached from the main application window. This is achieved using an extra layer to the - platform and renderer bindings, which allows imgui to communicate platform-specific requests. + platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests. If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from improvements and fixes related to viewports and platform windows without extra work on your side. @@ -211,6 +211,12 @@ example_marmalade/ Marmalade example using IwGx. = main.cpp + imgui_impl_marmalade.cpp +example_null + Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. + = main.cpp + This is used to quickly test compilation of core imgui files in as many setups as possible. + Because this application doesn't create a window nor a graphic context, there's no graphics output. + example_sdl_opengl2/ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp diff --git a/examples/example_allegro5/README.md b/examples/example_allegro5/README.md index fb58fdbec..5ef455576 100644 --- a/examples/example_allegro5/README.md +++ b/examples/example_allegro5/README.md @@ -2,7 +2,7 @@ # Configuration Dear ImGui outputs 16-bit vertex indices by default. -Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices. +Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices. You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. We are providing `imconfig_allegro5.h` that enables 32-bit indices. Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion. diff --git a/examples/example_glfw_vulkan/CMakeLists.txt b/examples/example_glfw_vulkan/CMakeLists.txt index 82d7ab47d..68155ec88 100644 --- a/examples/example_glfw_vulkan/CMakeLists.txt +++ b/examples/example_glfw_vulkan/CMakeLists.txt @@ -1,3 +1,8 @@ +# Example usage: +# mkdir build +# cd build +# cmake -g "Visual Studio 14 2015" .. + cmake_minimum_required(VERSION 2.8) project(imgui_example_glfw_vulkan C CXX) @@ -18,7 +23,7 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) include_directories(${GLFW_DIR}/include) -# ImGui +# Dear ImGui set(IMGUI_DIR ../../) include_directories(${IMGUI_DIR} ..) diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp index 81af09996..aa2f6dba5 100644 --- a/examples/example_null/main.cpp +++ b/examples/example_null/main.cpp @@ -1,4 +1,5 @@ -// dear imgui: null/dummy example application (compile and link imgui with NO INPUTS, NO OUTPUTS) +// dear imgui: null/dummy example application +// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) // This is useful to test building, but you cannot interact with anything here! #include "imgui.h" #include diff --git a/imconfig.h b/imconfig.h index 84d35fd7b..30ba79011 100644 --- a/imconfig.h +++ b/imconfig.h @@ -3,10 +3,10 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures. +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index eeafc1c0f..1fb76d234 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -51,7 +51,7 @@ DOCUMENTATION - How can I load multiple fonts? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - I integrated Dear ImGui in my engine and the text or lines are blurry.. - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. @@ -172,7 +172,7 @@ CODE - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Add the Dear ImGui source files to your projects or using your preferred build system. It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). - - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" @@ -251,16 +251,16 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! - // Render imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); @@ -282,8 +282,8 @@ CODE for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -294,7 +294,7 @@ CODE else { // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->TextureId); // We are using scissoring to clip some objects. All low-level graphics API should supports it. @@ -319,8 +319,8 @@ CODE - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs - from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS @@ -599,7 +599,7 @@ CODE longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". - Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. @@ -3095,7 +3095,7 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { @@ -3474,13 +3474,13 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) g.HoveredWindow = g.HoveredRootWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else @@ -3746,7 +3746,7 @@ void ImGui::Shutdown(ImGuiContext* context) } g.IO.Fonts = NULL; - // Cleanup of other data are conditional on actually having initialized ImGui. + // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; @@ -7368,7 +7368,7 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index f915635da..4d272015c 100644 --- a/imgui.h +++ b/imgui.h @@ -881,7 +881,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. @@ -995,7 +995,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; @@ -1163,12 +1163,12 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_COUNT // Obsolete names (will be removed) @@ -1280,7 +1280,7 @@ struct ImVector struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui. + float Alpha; // Global alpha applies to everything in Dear ImGui. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). @@ -1440,7 +1440,7 @@ struct ImGuiIO bool MouseClicked[5]; // Mouse button went from !Down to Down bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down @@ -1962,7 +1962,7 @@ struct ImDrawList IMGUI_API void UpdateTextureID(); }; -// All draw data to render an ImGui frame +// All draw data to render a Dear ImGui frame // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData @@ -1981,7 +1981,7 @@ struct ImDrawData ~ImDrawData() { Clear(); } void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6abfbbf24..edef9ebcf 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2273,7 +2273,7 @@ static void ShowDemoWindowPopups() // The properties of popups windows are: // - They block normal mouse hovering detection outside them. (*) // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. @@ -2873,7 +2873,7 @@ static void ShowDemoWindowMisc() //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() -// Access from ImGui Demo -> Help -> About +// Access from Dear ImGui Demo -> Help -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 26edd91ac..6e32995aa 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1434,7 +1434,7 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; @@ -2818,7 +2818,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect pos.x = (float)(int)pos.x + DisplayOffset.x; diff --git a/imgui_internal.h b/imgui_internal.h index 247a0748e..98effed24 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -71,7 +71,7 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColumnData; // Storage data for a single column struct ImGuiColumns; // Storage data for a columns set -struct ImGuiContext; // Main imgui context +struct ImGuiContext; // Main Dear ImGui context struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box @@ -127,7 +127,7 @@ namespace ImStb //----------------------------------------------------------------------------- #ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif //----------------------------------------------------------------------------- diff --git a/misc/cpp/README.txt b/misc/cpp/README.txt index 9067cac0d..8d5982e0e 100644 --- a/misc/cpp/README.txt +++ b/misc/cpp/README.txt @@ -5,6 +5,6 @@ imgui_stdlib.h + imgui_stdlib.cpp imgui_scoped.h [Experimental, not currently in main repository] - Additional header file with some RAII-style wrappers for common ImGui functions. + Additional header file with some RAII-style wrappers for common Dear ImGui functions. Try by merging: https://github.com/ocornut/imgui/pull/2197 Discuss at: https://github.com/ocornut/imgui/issues/2096 diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index e658ac67a..ae23bb1c7 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -279,13 +279,13 @@ ProggyClean.ttf Copyright (c) 2004, 2005 Tristan Grimmer MIT License - recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1 + recommended loading setting: Size = 13.0, DisplayOffset.Y = +1 http://www.proggyfonts.net/ ProggyTiny.ttf Copyright (c) 2004, 2005 Tristan Grimmer MIT License - recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1 + recommended loading setting: Size = 10.0, DisplayOffset.Y = +1 http://www.proggyfonts.net/ Karla-Regular.ttf diff --git a/misc/freetype/README.md b/misc/freetype/README.md index b62671cef..87b273640 100644 --- a/misc/freetype/README.md +++ b/misc/freetype/README.md @@ -1,6 +1,6 @@ # imgui_freetype -Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer). +Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer in Dear ImGui).
by @vuhdo, @mikesart, @ocornut. ### Usage @@ -22,7 +22,7 @@ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); FreeType assumes blending in linear space rather than gamma space. See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). For correct results you need to be using sRGB and convert to linear space in the pixel shader output. -The default imgui styles will be impacted by this change (alpha values will need tweaking). +The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). ### Test code Usage ```cpp From 5ae268c0a3575cb92b16e1751884ae343493e64f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Jun 2019 16:12:00 +0200 Subject: [PATCH 315/687] Internals: Reworked RenderTextEllipsis() to satisfy what we need for table headers. --- imgui.cpp | 19 ++++++++++++++----- imgui_widgets.cpp | 2 +- 2 files changed, 15 insertions(+), 6 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 1fb76d234..6290ebafe 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2424,7 +2424,7 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons // Another overly complex function until we reorganize everything into a nice all-in-one helper. -// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define where the ellipsis is, from actual clipping and limit of the ellipsis display. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { @@ -2435,27 +2435,36 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, if (text_size.x > pos_max.x - pos_min.x) { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + // FIXME-STYLE: RenderPixelEllipsis() style should use actual font data. const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; const int ellipsis_dot_count = 3; const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; const char* text_end_ellipsis = NULL; - float text_size_clipped_x = font->CalcTextSizeA(font_size, (pos_max.x - pos_min.x) - ellipsis_width + 1.0f, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) // Always display at least 1 character if there's no room for character + ellipsis + + float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { + // Always display at least 1 character if there's no room for character + ellipsis text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; } - while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) // Trim trailing space + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) { + // Trim trailing space before ellipsis text_end_ellipsis--; text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; - if (ellipsis_x + ellipsis_width <= ellipsis_max_x) + if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x) RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); } else diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ba3a71e03..11d348c9a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7077,7 +7077,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, text_pixel_clip_bb.Max.x -= close_button_sz; } - float ellipsis_max_x = close_button_visible ? -FLT_MAX : bb.Max.x; + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); return close_button_pressed; From 2da1c66d151aec08aee06be4c5948b3cd256a617 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 12 Jun 2019 16:15:08 +0200 Subject: [PATCH 316/687] Version 1.71 + comments --- docs/CHANGELOG.txt | 7 ++++--- examples/README.txt | 4 ++-- examples/example_glut_opengl2/main.cpp | 2 +- examples/imgui_impl_glut.cpp | 2 +- examples/imgui_impl_glut.h | 2 +- imconfig.h | 5 +++-- imgui.cpp | 2 +- imgui.h | 9 +++++---- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 13 files changed, 23 insertions(+), 20 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 36b62efe8..d4f5badf6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -28,8 +28,9 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! + ----------------------------------------------------------------------- - VERSION 1.71 (In Progress) + VERSION 1.71 (Released 2019-06-12) ----------------------------------------------------------------------- Breaking Changes: @@ -93,8 +94,8 @@ Other Changes: This is provided for convenience and consistency with VtxOffset. - ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback. -- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) - Combine with RasterizerFlags::MonoHinting for best results. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine + with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] - Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. diff --git a/examples/README.txt b/examples/README.txt index 5cc274828..4f6dd61a4 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.71 WIP + dear imgui, v1.71 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) @@ -104,7 +104,7 @@ List of Platforms Bindings in this repository: imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends) imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019) List of Renderer Bindings in this repository: diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 3e63dad02..764ea092b 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -3,7 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! -// !!! Prefer using GLFW Or SDL instead! +// !!! Nowadays, prefer using GLFW or SDL instead! #include "imgui.h" #include "../imgui_impl_glut.h" diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index 78b3c54a3..6b800bf17 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -3,7 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! -// !!! Prefer using GLFW or SDL instead! +// !!! Nowadays, prefer using GLFW or SDL instead! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h index c6fcfd072..506c3867e 100644 --- a/examples/imgui_impl_glut.h +++ b/examples/imgui_impl_glut.h @@ -3,7 +3,7 @@ // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! -// !!! Prefer using GLFW or SDL instead! +// !!! Nowadays, prefer using GLFW or SDL instead! // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I diff --git a/imconfig.h b/imconfig.h index 30ba79011..4d7adf5d7 100644 --- a/imconfig.h +++ b/imconfig.h @@ -17,7 +17,8 @@ //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts -//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -25,7 +26,7 @@ //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. //#define IMGUI_DISABLE_DEMO_WINDOWS //---- Don't implement some functions to reduce linkage requirements. diff --git a/imgui.cpp b/imgui.cpp index 6290ebafe..72ea25e76 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 4d272015c..d5de1102e 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (headers) // See imgui.cpp file for documentation. @@ -46,12 +46,13 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.71 WIP" -#define IMGUI_VERSION_NUM 17003 +#define IMGUI_VERSION "1.71" +#define IMGUI_VERSION_NUM 17100 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. #ifndef IMGUI_API #define IMGUI_API #endif @@ -1534,7 +1535,7 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.71 (from May 2019) + // OBSOLETED in 1.71 (from June 2019) static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.70 (from May 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index edef9ebcf..df875b238 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 6e32995aa..8d0c31de0 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 98effed24..f82225e3b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 11d348c9a..698809b06 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.71 // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index ae23bb1c7..270cb32e0 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.71 WIP +dear imgui, v1.71 (Font Readme) --------------------------------------- From 5286ecb8a796dd5236136d9983b9e3772b916609 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 14 Jun 2019 11:58:45 +0200 Subject: [PATCH 317/687] Version 1.72 WIP --- docs/CHANGELOG.txt | 5 +++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 15 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d4f5badf6..77bc65fa7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,11 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.72 (In Progress) +----------------------------------------------------------------------- + + ----------------------------------------------------------------------- VERSION 1.71 (Released 2019-06-12) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index 4f6dd61a4..116ef6b54 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.71 + dear imgui, v1.72 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 72ea25e76..9d918e893 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.72 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index d5de1102e..fe12fec20 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.71 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.71" -#define IMGUI_VERSION_NUM 17100 +#define IMGUI_VERSION "1.72 WIP" +#define IMGUI_VERSION_NUM 17101 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index df875b238..30dd5acb4 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.72 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 8d0c31de0..9f49abafa 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.72 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index f82225e3b..60787bcb6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.72 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 698809b06..03882993a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.71 +// dear imgui, v1.72 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 270cb32e0..010a72070 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.71 +dear imgui, v1.72 WIP (Font Readme) --------------------------------------- From af3080b81b4f931d4bf8c906f85a7444e035a328 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 14 Jun 2019 11:57:33 +0200 Subject: [PATCH 318/687] Removed redirecting functions/enums that were obsoleted in version 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. --- docs/CHANGELOG.txt | 8 ++++++++ imgui.cpp | 10 +++++++--- imgui.h | 16 ---------------- 3 files changed, 15 insertions(+), 19 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 77bc65fa7..0060217bc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,14 @@ HOW TO UPDATE? VERSION 1.72 (In Progress) ----------------------------------------------------------------------- +Breaking Changes: +- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): + - ImGuiCol_Column*, ImGuiSetCond_* enums. + - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. + - IMGUI_ONCE_UPON_A_FRAME macro. + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names and equivalent. + ----------------------------------------------------------------------- VERSION 1.71 (Released 2019-06-12) diff --git a/imgui.cpp b/imgui.cpp index 9d918e893..a56500a3c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. @@ -450,6 +451,9 @@ CODE - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). @@ -460,10 +464,10 @@ CODE - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. diff --git a/imgui.h b/imgui.h index fe12fec20..769d27861 100644 --- a/imgui.h +++ b/imgui.h @@ -1068,7 +1068,6 @@ enum ImGuiCol_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. #endif @@ -1187,11 +1186,6 @@ enum ImGuiCond_ ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing // [renamed in 1.51] -#endif }; //----------------------------------------------------------------------------- @@ -1565,11 +1559,6 @@ namespace ImGui static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } - // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. - static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; @@ -1588,11 +1577,6 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! -#endif - // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { From 2645a2516f032332b68a66e20b3d2d8adc2490d0 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 14 Jun 2019 12:06:15 +0200 Subject: [PATCH 319/687] ImDrawList::ChannelsSplit(), ImDrawListSlitter: Fixed an issue with merging draw commands between channels 0 and 1. (#2624) Introduced by cef88f6aae52bf0e9e558ea5e30eca95676f439b. --- docs/CHANGELOG.txt | 3 +++ imgui_draw.cpp | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0060217bc..cac9990d0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,9 @@ Breaking Changes: If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names and equivalent. +Other Changes: +- ImDrawList::ChannelsSplit(), ImDrawListSlitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) + ----------------------------------------------------------------------- VERSION 1.71 (Released 2019-06-12) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 9f49abafa..53fd4171b 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1262,7 +1262,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; - ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0]._CmdBuffer.Size > 0) ? &_Channels[0]._CmdBuffer.back() : NULL; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; for (int i = 1; i < _Count; i++) { From b82e99c0327456fdb14b7db1314314a8084696c9 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 17 Jun 2019 11:06:36 +0200 Subject: [PATCH 320/687] ImDrawList: Fixed CloneOutput() helper crashing. Also removed unnecessary risk from ImDrawList::Clear(), draw lists are being clear before use each frame anyway. (#1860) --- docs/CHANGELOG.txt | 3 ++- imgui_draw.cpp | 4 ++-- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cac9990d0..6ee2083ae 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,7 +42,8 @@ Breaking Changes: the new names and equivalent. Other Changes: -- ImDrawList::ChannelsSplit(), ImDrawListSlitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) +- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] +- ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between channel 0 and 1. (#2624) ----------------------------------------------------------------------- diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 53fd4171b..478819cc6 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -365,7 +365,7 @@ void ImDrawList::Clear() CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = _Data->InitialFlags; + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; _VtxCurrentOffset = 0; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; @@ -392,7 +392,7 @@ void ImDrawList::ClearFreeMemory() ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; From e9b92d1cef0cea3e3d5520e03333efd8325e32c3 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 17 Jun 2019 11:32:00 +0200 Subject: [PATCH 321/687] Disable -Wpragmas warning in GCC to avoid relying on version checks, as unusual/forks/mods don't appear to always have same warning<>version. (#2618) + Fix version number in imgui.h --- imgui.cpp | 6 +++--- imgui.h | 9 +++++---- imgui_demo.cpp | 5 ++--- imgui_draw.cpp | 5 ++--- imgui_internal.h | 5 ++--- imgui_widgets.cpp | 5 ++--- misc/freetype/imgui_freetype.cpp | 1 + 7 files changed, 17 insertions(+), 19 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index a56500a3c..8eb376701 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1020,6 +1020,8 @@ CODE #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' @@ -1027,9 +1029,7 @@ CODE #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. diff --git a/imgui.h b/imgui.h index 769d27861..8131ac369 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.71 WIP +// dear imgui, v1.72 WIP // (headers) // See imgui.cpp file for documentation. @@ -83,9 +83,10 @@ Index of this file: #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wclass-memaccess" +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- @@ -2201,7 +2202,7 @@ struct ImFont #if defined(__clang__) #pragma clang diagnostic pop -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic pop #endif diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 30dd5acb4..e4b89499f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -89,13 +89,12 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. -#endif +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 478819cc6..288d95aed 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -72,13 +72,12 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 60787bcb6..81f9bf9ad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -56,9 +56,8 @@ Index of this file: #endif #elif defined(__GNUC__) #pragma GCC diagnostic push -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 03882993a..3490586bc 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -63,10 +63,9 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index a184d78b6..d0d2580d3 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -36,6 +36,7 @@ #endif #if defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #endif From ae2c9f71014727b8f80f74adfc18e701fe173403 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Jun 2019 21:43:05 +0200 Subject: [PATCH 322/687] Internals: Columns: Poke into WorkRect and use them in the GetContentRegionMax() functions. This should be a no-op, but preparing us to transition toward using WorkRect instead of ContentRegionRect. Removed one use of ContentsRegionRect. --- imgui.cpp | 35 ++++++++++++++++++++++++----------- imgui_internal.h | 3 ++- 2 files changed, 26 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 8eb376701..11bd76ea3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2249,8 +2249,8 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) ImGuiWindow* window = ImGui::GetCurrentWindow(); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (window->DC.CurrentColumns) - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -3423,7 +3423,7 @@ void ImGui::UpdateMouseWheel() const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) { - ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f; + ImVec2 max_step = window->InnerRect.GetSize() * 0.67f; // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) @@ -5872,7 +5872,7 @@ void ImGui::End() ImGuiWindow* window = g.CurrentWindow; - if (window->DC.CurrentColumns != NULL) + if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle @@ -6649,7 +6649,7 @@ ImVec2 ImGui::GetContentRegionMax() ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) - mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } @@ -6659,7 +6659,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs() ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max; if (window->DC.CurrentColumns) - mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x; return mx; } @@ -6672,19 +6672,19 @@ ImVec2 ImGui::GetContentRegionAvail() // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Max - window->Pos; } float ImGui::GetWindowContentRegionWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.GetWidth(); } @@ -8655,7 +8655,13 @@ void ImGui::NextColumn() window->DC.CurrLineTextBaseOffset = 0.0f; PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; } int ImGui::GetColumnIndex() @@ -8851,6 +8857,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -8888,7 +8895,12 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag window->DrawList->ChannelsSetCurrent(1); PushColumnClipRect(0); } - PushItemWidth(GetColumnWidth() * 0.65f); + + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; } void ImGui::EndColumns() @@ -8960,6 +8972,7 @@ void ImGui::EndColumns() } columns->IsBeingResized = is_being_resized; + window->WorkRect = columns->HostWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); diff --git a/imgui_internal.h b/imgui_internal.h index 81f9bf9ad..599f360f3 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -703,6 +703,7 @@ struct ImGuiColumns float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImGuiColumns() { Clear(); } @@ -1298,7 +1299,7 @@ struct IMGUI_API ImGuiWindow // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. - ImRect InnerRect; // Inner rectangle (omit title bar, menu bar) + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). From 0e37eaff8ae78ca1508e3a7da7217aac30cb349e Mon Sep 17 00:00:00 2001 From: Pavel Rojtberg Date: Mon, 17 Jun 2019 15:17:24 +0200 Subject: [PATCH 323/687] Updated Ogre bindings (#2619) And support python --- docs/README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/README.md b/docs/README.md index 5987c79aa..241eaadd4 100644 --- a/docs/README.md +++ b/docs/README.md @@ -127,7 +127,7 @@ Languages: (third-party bindings) - Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) - Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) - PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui) -- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) +- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui) - Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui) - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) @@ -142,7 +142,7 @@ Frameworks: - Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI) - GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) - Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) -- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) +- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui) - OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) - OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) - ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843) From 342751c89e461530c4a0d3136c87cb80e10bd38e Mon Sep 17 00:00:00 2001 From: Vincent Hamm Date: Tue, 18 Jun 2019 01:55:33 -0700 Subject: [PATCH 324/687] Fiedx OpenGL ES 3.0 include for iOS and tvOS (#2631) --- examples/imgui_impl_opengl3.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 2bf4ea85b..9585215c4 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -77,7 +77,7 @@ // Auto-detect GL version #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #elif defined(__EMSCRIPTEN__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" @@ -87,7 +87,11 @@ #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else #include // Use GL ES 3 +#endif #else // About Desktop OpenGL function loaders: // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. From 70fe409338b00940d8c811494a0e993875fbc4f8 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 17 Jun 2019 17:03:54 +0200 Subject: [PATCH 325/687] Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6ee2083ae..d19dc5301 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,7 @@ Breaking Changes: the new names and equivalent. Other Changes: +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between channel 0 and 1. (#2624) diff --git a/imgui.cpp b/imgui.cpp index 11bd76ea3..532895333 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5618,7 +5618,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.y * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); From cc4d76cc239fbb3f2da8b1e00200a72470ef1ded Mon Sep 17 00:00:00 2001 From: Vincent Hamm Date: Sun, 16 Jun 2019 16:11:32 -0700 Subject: [PATCH 326/687] Implement SDL/dx11 sample --- .../example_sdl_directx11.vcxproj | 171 ++++++++++++++ .../example_sdl_directx11.vcxproj.filters | 57 +++++ examples/example_sdl_directx11/main.cpp | 220 ++++++++++++++++++ examples/imgui_impl_sdl.cpp | 8 + examples/imgui_impl_sdl.h | 1 + 5 files changed, 457 insertions(+) create mode 100644 examples/example_sdl_directx11/example_sdl_directx11.vcxproj create mode 100644 examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters create mode 100644 examples/example_sdl_directx11/main.cpp diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj new file mode 100644 index 000000000..ce1c5749e --- /dev/null +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj @@ -0,0 +1,171 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {9E1987E3-1F19-45CA-B9C9-D31E791836D8} + example_win32_directx11 + 8.1 + example_sdl_directx11 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + + + true + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86 + Console + + + + + Level4 + Disabled + ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + + + true + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64 + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + false + + + true + true + true + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86 + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + false + + + true + true + true + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64 + Console + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters new file mode 100644 index 000000000..b2345067d --- /dev/null +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters @@ -0,0 +1,57 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + imgui + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp new file mode 100644 index 000000000..bf470d78f --- /dev/null +++ b/examples/example_sdl_directx11/main.cpp @@ -0,0 +1,220 @@ +// dear imgui: standalone example application for SDL2 + OpenGL +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_dx11.h" +#include +#include +#include +#include + +// Data +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static IDXGISwapChain* g_pSwapChain = NULL; +static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); + +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Create window with graphics context + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + + HWND hwnd = (HWND)wmInfo.info.win.window; + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + return 1; + } + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer bindings + ImGui_ImplSDL2_InitForD3D(window); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL2_NewFrame(window); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +// Helper functions +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 1922068ef..0cf937a4e 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -190,6 +190,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) return ImGui_ImplSDL2_Init(window); } +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window); +} + void ImGui_ImplSDL2_Shutdown() { g_Window = NULL; diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 39cc98e52..376e622c7 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -21,6 +21,7 @@ typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); From 516c3dee802d67c87487572a2d44d8e2d285efd6 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 18 Jun 2019 11:28:26 +0200 Subject: [PATCH 327/687] Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) --- docs/CHANGELOG.txt | 6 +- examples/README.txt | 7 +++ examples/example_glfw_metal/main.mm | 1 + examples/example_glfw_opengl2/main.cpp | 1 + examples/example_glfw_opengl3/main.cpp | 1 + examples/example_glfw_vulkan/main.cpp | 1 + examples/example_glut_opengl2/main.cpp | 2 + examples/example_marmalade/main.cpp | 1 + .../example_sdl_directx11/build_win32.bat | 8 +++ .../example_sdl_directx11.vcxproj | 58 +++++++++++-------- examples/example_sdl_directx11/main.cpp | 19 +++--- examples/example_sdl_opengl2/main.cpp | 2 + examples/example_sdl_opengl3/main.cpp | 2 + examples/example_sdl_vulkan/main.cpp | 4 +- examples/example_win32_directx11/main.cpp | 1 + 15 files changed, 78 insertions(+), 36 deletions(-) create mode 100644 examples/example_sdl_directx11/build_win32.bat diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d19dc5301..f575242fa 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,7 +44,11 @@ Breaking Changes: Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] -- ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between channel 0 and 1. (#2624) +- ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between + channel 0 and 1. (#2624) +- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. + (#2482, #2632) [@josiahmanson] +- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index 116ef6b54..5028583bb 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -201,6 +201,7 @@ example_glfw_vulkan/ GLFW (Win32, Mac, Linux) + Vulkan example. = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp This is quite long and tedious, because: Vulkan. + For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. example_glut_opengl2/ GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. @@ -217,6 +218,11 @@ example_null This is used to quickly test compilation of core imgui files in as many setups as possible. Because this application doesn't create a window nor a graphic context, there's no graphics output. +example_sdl_directx11/ + SDL2 + DirectX11 example, Windows only. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp + This to demonstrate usage of DirectX with SDL. + example_sdl_opengl2/ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp @@ -240,6 +246,7 @@ example_sdl_vulkan/ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp This is quite long and tedious, because: Vulkan. + For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. example_win32_directx9/ DirectX9 example, Windows only. diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 3b162afbd..3a25a9de0 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -74,6 +74,7 @@ int main(int, char**) MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; + // Our state bool show_demo_window = true; bool show_another_window = false; float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 57841ffa4..0a7aa3c3f 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -69,6 +69,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index dffd46c93..76174a1f8 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -112,6 +112,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 2d1c4e004..fc3c1efb1 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -440,6 +440,7 @@ int main(int, char**) ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 764ea092b..75e48ca2a 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -18,6 +18,7 @@ #pragma warning (disable: 4505) // unreferenced local function has been removed #endif +// Our state static bool show_demo_window = true; static bool show_another_window = false; static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -105,6 +106,7 @@ int main(int argc, char** argv) glutDisplayFunc(glut_display_func); // Setup Dear ImGui context + IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls diff --git a/examples/example_marmalade/main.cpp b/examples/example_marmalade/main.cpp index e844a4c9d..27a4acd9e 100644 --- a/examples/example_marmalade/main.cpp +++ b/examples/example_marmalade/main.cpp @@ -44,6 +44,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_sdl_directx11/build_win32.bat b/examples/example_sdl_directx11/build_win32.bat new file mode 100644 index 000000000..8fc702bb6 --- /dev/null +++ b/examples/example_sdl_directx11/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +set OUT_DIR=Debug +set OUT_EXE=example_sdl_directx11 +set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp +set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj index ce1c5749e..e28a5d251 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj @@ -20,7 +20,7 @@ {9E1987E3-1F19-45CA-B9C9-D31E791836D8} - example_win32_directx11 + example_sdl_directx11 8.1 example_sdl_directx11 @@ -28,28 +28,28 @@ Application true - Unicode - v140 + MultiByte + v110 Application true - Unicode - v140 + MultiByte + v110 Application false true - Unicode - v140 + MultiByte + v110 Application false true - Unicode - v140 + MultiByte + v110 @@ -70,43 +70,49 @@ $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + $(IncludePath) $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + $(IncludePath) $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + $(IncludePath) $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + $(IncludePath) Level4 Disabled - ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86 Console + msvcrt.lib Level4 Disabled - ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64 Console + msvcrt.lib @@ -115,16 +121,18 @@ MaxSpeed true true - ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) false
true true true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86 Console + + @@ -133,25 +141,20 @@ MaxSpeed true true - ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) false
true true true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64 Console + + - - - - - - - @@ -161,6 +164,13 @@ + + + + + + + diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index bf470d78f..ae523fe90 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -1,4 +1,4 @@ -// dear imgui: standalone example application for SDL2 + OpenGL +// dear imgui: standalone example application for SDL2 + DirectX 11 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) @@ -22,6 +22,7 @@ void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); +// Main code int main(int, char**) { // Setup SDL @@ -31,14 +32,12 @@ int main(int, char**) return -1; } - // Create window with graphics context + // Setup window SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); - - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); HWND hwnd = (HWND)wmInfo.info.win.window; // Initialize Direct3D @@ -52,10 +51,8 @@ int main(int, char**) IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - //io.ConfigViewportsNoAutoMerge = true; - //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -80,6 +77,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -168,6 +166,7 @@ int main(int, char**) } // Helper functions + bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 7b3e853a4..1222c250c 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -13,6 +13,7 @@ #include #include +// Main code int main(int, char**) { // Setup SDL @@ -64,6 +65,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 38b9ebd59..ae1ef5b32 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -22,6 +22,7 @@ #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif +// Main code int main(int, char**) { // Setup SDL @@ -104,6 +105,7 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 6ac67b824..12c262e9a 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -322,7 +322,7 @@ int main(int, char**) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return 1; + return -1; } // Setup window @@ -353,6 +353,7 @@ int main(int, char**) SetupVulkanWindow(wd, surface, w, h); // Setup Dear ImGui context + IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls @@ -423,6 +424,7 @@ int main(int, char**) ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index 9523728d8..0a8f09b2c 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -146,6 +146,7 @@ int main(int, char**) //g_pSwapChain->Present(0, 0); // Present without vsync } + // Cleanup ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); From dd41df3e98e85030bd478d0c68404667072ec5f1 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 18 Jun 2019 12:50:34 +0200 Subject: [PATCH 328/687] Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). --- docs/CHANGELOG.txt | 2 ++ imgui_draw.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f575242fa..d1e0b820c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,8 @@ Breaking Changes: Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between channel 0 and 1. (#2624) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 288d95aed..e54a5fdc5 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2692,7 +2692,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width >= wrap_width) + if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) From f563e1a50451fb1a61fd34a3d8c02b95dc983a94 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 19 Jun 2019 18:14:24 +0200 Subject: [PATCH 329/687] Internals: Renamed GetFrontMostPopupModal() to GetTopMostPopupModal() to be consistent. Renamed other locals to follow that terminology. --- imgui.cpp | 36 ++++++++++++++++++------------------ imgui.h | 6 +++--- imgui_internal.h | 4 ++-- 3 files changed, 23 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 532895333..0df747f8a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3298,7 +3298,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; } - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); @@ -3310,9 +3310,9 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { - // Find the top-most window between HoveredWindow and the front most Modal Window. + // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); + ImGuiWindow* modal = GetTopMostPopupModal(); bool hovered_window_above_modal = false; if (modal == NULL) hovered_window_above_modal = true; @@ -3458,7 +3458,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() FindHoveredWindow(); // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window) if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) g.HoveredRootWindow = g.HoveredWindow = NULL; @@ -3654,7 +3654,7 @@ void ImGui::NewFrame() UpdateMouseMovingWindowNewFrame(); // Background darkening/whitening - if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); @@ -4062,18 +4062,18 @@ void ImGui::Render() if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) - if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window - AddRootWindowToDrawData(windows_to_render_front_most[n]); + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); g.DrawDataBuilder.FlattenIntoSingleLayer(); // Draw software mouse cursor if requested @@ -5648,7 +5648,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) PushClipRect(host_rect.Min, host_rect.Max, false); // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); if (dim_bg_for_modal || dim_bg_for_window_list) { @@ -5893,7 +5893,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) ImGuiContext& g = *GImGui; if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.WindowsFocusOrder[i] == window) { memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -5908,7 +5908,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindow == window) return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -7178,7 +7178,7 @@ bool ImGui::IsPopupOpen(const char* str_id) return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); } -ImGuiWindow* ImGui::GetFrontMostPopupModal() +ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) @@ -8435,7 +8435,7 @@ static void ImGui::NavUpdateWindowing() ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window != NULL) { g.NavWindowingTarget = NULL; @@ -8477,7 +8477,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = 1.0f; } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. diff --git a/imgui.h b/imgui.h index 8131ac369..32b267e24 100644 --- a/imgui.h +++ b/imgui.h @@ -275,17 +275,17 @@ namespace ImGui IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() - IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) diff --git a/imgui_internal.h b/imgui_internal.h index 599f360f3..67ee3b4d2 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -919,7 +919,7 @@ struct ImGuiContext ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f ImGuiWindow* NavWindowingList; float NavWindowingTimer; @@ -1520,7 +1520,7 @@ namespace ImGui IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); - IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); From 41e2d4b5ae156462fc1c74c3c0d7fd1525da3b62 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 20 Jun 2019 16:09:31 +0200 Subject: [PATCH 330/687] ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). --- docs/CHANGELOG.txt | 4 +++- imgui.h | 3 ++- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d1e0b820c..6d7473043 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,8 +46,10 @@ Other Changes: - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] -- ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between +- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) +- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, + also this type was added in 1.71 and not advertised as a public-facing feature). - Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] diff --git a/imgui.h b/imgui.h index 32b267e24..101f42495 100644 --- a/imgui.h +++ b/imgui.h @@ -1822,7 +1822,8 @@ struct ImDrawListSplitter int _Count; // Number of active channels (1+) ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) - inline ImDrawListSplitter() { Clear(); } + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); IMGUI_API void Split(ImDrawList* draw_list, int count); From eb3e271c24c25f668be02bbf25aeb46a46b9fc08 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 21 Jun 2019 19:38:33 +0200 Subject: [PATCH 331/687] Demo: Using ImVec2(-FLT_MIN,0.0f) instead of ImVec2(-1.0f,0.0f) where it makes sense. (#2449) --- imgui_demo.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e4b89499f..80c577719 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -968,7 +968,7 @@ static void ShowDemoWindowWidgets() ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } @@ -1024,7 +1024,7 @@ static void ShowDemoWindowWidgets() static ImVector my_str; if (my_str.empty()) my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } @@ -1085,7 +1085,8 @@ static void ShowDemoWindowWidgets() if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); @@ -1727,7 +1728,7 @@ static void ShowDemoWindowLayout() { char buf[32]; sprintf(buf, "%03d", i); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::EndChild(); @@ -2519,7 +2520,7 @@ static void ShowDemoWindowColumns() char label[32]; sprintf(label, "Item %d", n); if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-1,0))) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); @@ -2570,7 +2571,7 @@ static void ShowDemoWindowColumns() ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); - ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::Columns(1); From 4b95e7c2f3d5793bf73c7e8b4c130696010d2f19 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 26 Jun 2019 12:15:32 +0200 Subject: [PATCH 332/687] Doc: Tweak and extra mention of AddCustomRectFontGlyph + made the example register two rectangles. --- imgui.cpp | 2 ++ misc/fonts/README.txt | 22 ++++++++++++++-------- 2 files changed, 16 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 0df747f8a..79c2de90f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -844,6 +844,8 @@ CODE main font. Then you can refer to icons within your strings. You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) + With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, + and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. Q: How can I load multiple fonts? A: Use the font atlas to pack them into a single texture: diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 010a72070..cf953cf6f 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -212,9 +212,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles. Pseudo-code: - // Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font + // Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font ImFont* font = io.Fonts->AddFontDefault(); - int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); + int rect_ids[2]; + rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); + rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); // Build atlas io.Fonts->Build(); @@ -224,14 +226,18 @@ Pseudo-code: int tex_width, tex_height; io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); - // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here) - if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) { - for (int y = 0; y < rect->Height; y++) + int rect_id = rects_ids[rect_n]; + if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) { - ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); - for (int x = rect->Width; x > 0; x--) - *p++ = IM_COL32(255, 0, 0, 255); + // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) + for (int y = 0; y < rect->Height; y++) + { + ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); + for (int x = rect->Width; x > 0; x--) + *p++ = IM_COL32(255, 0, 0, 255); + } } } From 1dd322c6fb700242b156f898862ec098fa88b633 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 27 Jun 2019 12:20:18 +0200 Subject: [PATCH 333/687] Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. --- docs/CHANGELOG.txt | 1 + imgui_draw.cpp | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6d7473043..bff027d35 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,7 @@ Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e54a5fdc5..7b20f2b16 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -260,7 +260,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); @@ -316,7 +316,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); From 82711251b66a30b63a815ec6f9519c2cb6914cce Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 27 Jun 2019 18:03:19 +0200 Subject: [PATCH 334/687] Internals: ImGuiListClipper using absolute coordinate (instead of relative one). Minor no-op tweaks + ImDrawListSplitter assert --- imgui.cpp | 31 ++++++++++++++++++++----------- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- 3 files changed, 22 insertions(+), 13 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 79c2de90f..6096f5104 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2239,7 +2239,8 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) @@ -2247,12 +2248,14 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. // The clipper should probably have a 4th step to display the last item in a regular manner. - ImGui::SetCursorPosY(pos_y); - ImGuiWindow* window = ImGui::GetCurrentWindow(); - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. - window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiColumns* columns = window->DC.CurrentColumns) - columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -2260,7 +2263,10 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int count, float items_height) { - StartPosY = ImGui::GetCursorPosY(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = count; StepNo = 0; @@ -2287,7 +2293,10 @@ void ImGuiListClipper::End() bool ImGuiListClipper::Step() { - if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) { ItemsCount = -1; return false; @@ -2296,16 +2305,16 @@ bool ImGuiListClipper::Step() { DisplayStart = 0; DisplayEnd = 1; - StartPosY = ImGui::GetCursorPosY(); + StartPosY = window->DC.CursorPos.y; StepNo = 1; return true; } if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. { if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = ImGui::GetCursorPosY() - StartPosY; + float items_height = window->DC.CursorPos.y - StartPosY; IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount-1, items_height); + Begin(ItemsCount - 1, items_height); DisplayStart++; DisplayEnd++; StepNo = 3; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 80c577719..afd2b894b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4022,7 +4022,7 @@ static void ShowExampleAppLongText(bool* p_open) static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 7b20f2b16..51ff2cd9d 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1304,7 +1304,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) { - IM_ASSERT(idx < _Count); + IM_ASSERT(idx >= 0 && idx < _Count); if (_Current == idx) return; // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() From 401e05147cedbe50dd150b46f1a323e622929a9a Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 29 Jun 2019 18:55:06 +0200 Subject: [PATCH 335/687] Internals: Moved CalcListClipping close to ImGuiListClipper code (no-op) --- imgui.cpp | 82 +++++++++++++++++++++++++++---------------------------- 1 file changed, 41 insertions(+), 41 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6096f5104..105386028 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2243,6 +2243,47 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. @@ -4130,47 +4171,6 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex return text_size; } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (window->SkipItems) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRectScreen); - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} - // Find window given position, search front-to-back // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is From a89f05a10e80fc25f64dc32f0feff164bb1ede27 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 27 Jun 2019 16:35:56 +0200 Subject: [PATCH 336/687] Child windows inherit Hidden frames setting from parent more accurately, so HiddenFramesCannotSkipItems is honored by child windows. --- imgui.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 105386028..5f402f743 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5832,9 +5832,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) From 2a3517a39983c4b7a2d4c1596b803e20d2137fc2 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 30 Jun 2019 12:03:09 +0200 Subject: [PATCH 337/687] Internals: Checkbox: Added undocumented mixed/indeterminate/tristate support via ImGuiItemFlags_MixedValue. (#2644) --- docs/TODO.txt | 2 +- imgui_internal.h | 1 + imgui_widgets.cpp | 11 +++++++++-- 3 files changed, 11 insertions(+), 3 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index a918b9e16..cdd92383c 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -65,7 +65,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) + - widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644) - widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism. - widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - widgets: checkbox: checkbox with custom glyph inside frame. diff --git a/imgui_internal.h b/imgui_internal.h index 67ee3b4d2..3b96116e8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -384,6 +384,7 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNav = 1 << 3, // false ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) ImGuiItemFlags_Default_ = 0 }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3490586bc..a5959c230 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1001,10 +1001,17 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - if (*v) + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) { const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); } if (g.LogEnabled) From caf119a982dab93ab45a312be4f2d243f034b097 Mon Sep 17 00:00:00 2001 From: kevreco Date: Tue, 30 Jan 2018 21:51:28 +0100 Subject: [PATCH 338/687] Added 'SetScrollHereX' and 'SetScrollFromPosX' (#1580) --- imgui.cpp | 26 +++++++++++++++++++++++++- imgui.h | 2 ++ 2 files changed, 27 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 5f402f743..1f8779614 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4841,7 +4841,12 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s if (window->ScrollTarget.x < FLT_MAX) { float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * window->InnerRect.GetWidth(); + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); } if (window->ScrollTarget.y < FLT_MAX) { @@ -6861,6 +6866,25 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) window->ScrollTargetCenterRatio.y = center_y_ratio; } +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { diff --git a/imgui.h b/imgui.h index 101f42495..7b34c7c53 100644 --- a/imgui.h +++ b/imgui.h @@ -302,7 +302,9 @@ namespace ImGui IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) From da29d77253072ad16128e9c9104bf8ad71299822 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 1 Jul 2019 12:15:36 +0200 Subject: [PATCH 339/687] Added SetScrollXHere, SetScrollFromPosX: Changelog, demo, comments (#1580). --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 1 + imgui.cpp | 18 ++++++------ imgui_demo.cpp | 73 ++++++++++++++++++++++++++++++++++------------ 4 files changed, 66 insertions(+), 27 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bff027d35..f1861aac5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,7 @@ Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between diff --git a/docs/TODO.txt b/docs/TODO.txt index cdd92383c..d5291373c 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -30,6 +30,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - window/child: border could be emitted in parent as well. + - window/child: allow SetNextWindowContentSize() to work on child windows. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) diff --git a/imgui.cpp b/imgui.cpp index 1f8779614..5d37d08c4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6857,15 +6857,6 @@ void ImGui::SetScrollY(float scroll_y) window->ScrollTargetCenterRatio.y = 0.0f; } -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size @@ -6875,6 +6866,15 @@ void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) window->ScrollTargetCenterRatio.x = center_x_ratio; } +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index afd2b894b..8d9337a59 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1744,7 +1744,7 @@ static void ShowDemoWindowLayout() // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window) // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. { - ImGui::SetCursorPosX(50); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) @@ -1957,7 +1957,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Groups")) { - HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); ImGui::BeginGroup(); { ImGui::BeginGroup(); @@ -2056,21 +2056,22 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Scrolling")) { - HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); static bool track = true; - static int track_line = 50; + static int track_item = 50; static float scroll_to_off_px = 0.0f; static float scroll_to_pos_px = 200.0f; ImGui::Checkbox("Track", &track); ImGui::PushItemWidth(100); - ImGui::SameLine(140); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); + ImGui::SameLine(140); track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off_y", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos_y", &scroll_to_pos_px, 1.00f, 0, 9999, "Y = %.0f px"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -2078,28 +2079,31 @@ static void ShowDemoWindowLayout() ImGuiStyle& style = ImGui::GetStyle(); float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 20.0f) + child_w = 20.0f; + ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); - ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); - ImGuiWindowFlags child_flags = ImGuiWindowFlags_MenuBar; - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None); if (scroll_to_off) ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); - for (int line = 0; line < 100; line++) + for (int item = 0; item < 100; item++) { - if (track && line == track_line) + if (track && item == track_item) { - ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line); + ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom } else { - ImGui::Text("Line %d", line); + ImGui::Text("Item %d", item); } } float scroll_y = ImGui::GetScrollY(); @@ -2108,11 +2112,44 @@ static void ShowDemoWindowLayout() ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); ImGui::EndGroup(); } - ImGui::TreePop(); - } + ImGui::PopID(); - if (ImGui::TreeNode("Horizontal Scrolling")) - { + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + for (int item = 0; item < 100; item++) + { + if (track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); From 58c9f8a19450650088e92858f6df25a4a4237f97 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 1 Jul 2019 18:48:21 +0200 Subject: [PATCH 340/687] Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). + Internals: Minor renaming. --- docs/CHANGELOG.txt | 1 + imconfig.h | 1 + imgui.cpp | 39 +++++++++++++++++++++++---------------- 3 files changed, 25 insertions(+), 16 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f1861aac5..3eaed6266 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -47,6 +47,7 @@ Other Changes: of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) diff --git a/imconfig.h b/imconfig.h index 4d7adf5d7..5d9caecd0 100644 --- a/imconfig.h +++ b/imconfig.h @@ -28,6 +28,7 @@ //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) // It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. //#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. diff --git a/imgui.cpp b/imgui.cpp index 5d37d08c4..f5602651c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9935,6 +9935,7 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} // [SECTION] METRICS/DEBUG WINDOW //----------------------------------------------------------------------------- +#ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::Begin("Dear ImGui Metrics", p_open)) @@ -9943,10 +9944,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerRect, RT_InnerClipRect, RT_WorkRect, RT_Contents, RT_ContentsRegionRect, RT_Count }; + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + static bool show_windows_begin_order = false; static bool show_windows_rects = false; - static int show_windows_rect_type = RT_WorkRect; + static int show_windows_rect_type = WRT_WorkRect; static bool show_drawcmd_clip_rects = true; ImGuiIO& io = ImGui::GetIO(); @@ -9959,15 +9962,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) struct Funcs { - static ImRect GetRect(ImGuiWindow* window, int rect_type) + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) { - if (rect_type == RT_OuterRect) { return window->Rect(); } - else if (rect_type == RT_OuterRectClipped) { return window->OuterRectClipped; } - else if (rect_type == RT_InnerRect) { return window->InnerRect; } - else if (rect_type == RT_InnerClipRect) { return window->InnerClipRect; } - else if (rect_type == RT_WorkRect) { return window->WorkRect; } - else if (rect_type == RT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } - else if (rect_type == RT_ContentsRegionRect) { return window->ContentsRegionRect; } + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } IM_ASSERT(0); return ImRect(); } @@ -10174,16 +10177,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - const char* rects_names[RT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, rects_names, RT_Count); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); if (show_windows_rects && g.NavWindow) { ImGui::BulletText("'%s':", g.NavWindow->Name); ImGui::Indent(); - for (int n = 0; n < RT_Count; n++) + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) { - ImRect r = Funcs::GetRect(g.NavWindow, n); - ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), rects_names[n]); + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); } ImGui::Unindent(); } @@ -10201,7 +10203,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawList* draw_list = GetForegroundDrawList(window); if (show_windows_rects) { - ImRect r = Funcs::GetRect(window, show_windows_rect_type); + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) @@ -10216,6 +10218,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::End(); } +#else +void ImGui::ShowMetricsWindow(bool*) +{ +} +#endif //----------------------------------------------------------------------------- From e16564e67a2e88d4cbe3afa6594650712790fba3 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 1 Jul 2019 20:57:15 +0200 Subject: [PATCH 341/687] Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. --- docs/CHANGELOG.txt | 1 + imgui_demo.cpp | 4 ++-- imgui_widgets.cpp | 4 ++-- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3eaed6266..d8e96b4c4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,7 @@ Breaking Changes: Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8d9337a59..a8d72f2ef 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2079,8 +2079,8 @@ static void ShowDemoWindowLayout() ImGuiStyle& style = ImGui::GetStyle(); float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; - if (child_w < 20.0f) - child_w = 20.0f; + if (child_w < 1.0f) + child_w = 1.0f; ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a5959c230..8af935c5b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -895,13 +895,13 @@ void ImGui::Scrollbar(ImGuiAxis axis) ImRect bb; if (axis == ImGuiAxis_X) { - bb.Min = ImVec2(inner_rect.Min.x, outer_rect.Max.y - border_size - scrollbar_size); + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); rounding_corners |= ImDrawCornerFlags_BotLeft; } else { - bb.Min = ImVec2(outer_rect.Max.x - border_size - scrollbar_size, inner_rect.Min.y); + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; } From 54c49b5fb1371626f92853a2658cfe2d51d2e41d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 2 Jul 2019 18:28:53 +0200 Subject: [PATCH 342/687] Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more (amend #1502, #1380). --- docs/CHANGELOG.txt | 5 +++++ imgui.cpp | 49 +++++++++++++++++++++++++--------------------- 2 files changed, 32 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d8e96b4c4..331e90059 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,11 @@ Breaking Changes: Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + if ScrollMax is zero on the scrolling axis. + Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case + any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). diff --git a/imgui.cpp b/imgui.cpp index f5602651c..4d7ff3112 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3449,12 +3449,12 @@ void ImGui::UpdateMouseWheel() return; if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - ImGuiWindow* window = g.HoveredWindow; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !window->Collapsed) + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !g.HoveredWindow->Collapsed) { + ImGuiWindow* window = g.HoveredWindow; const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; @@ -3469,31 +3469,36 @@ void ImGui::UpdateMouseWheel() } // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow) - window = window->ParentWindow; - const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); - if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + // FIXME: Lock scrolling window while not moving (see #2604) + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) { - ImVec2 max_step = window->InnerRect.GetSize() * 0.67f; - - // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) - if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y)); - SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step); - } - else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) - { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step); } + } - // Horizontal Mouse Wheel Scrolling (for hardware that supports it) - if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } From d23f1b1409fbb565b974599c2f3bb0d83b830a0b Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 10 Jul 2019 11:36:43 +0200 Subject: [PATCH 343/687] fonts/binary_to_compress: display error message when failing to open file + misc comments. --- docs/CHANGELOG.txt | 1 + imgui.h | 20 ++++++++++---------- misc/fonts/binary_to_compressed_c.cpp | 7 +++++-- 3 files changed, 16 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 331e90059..2d507bfeb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -59,6 +59,7 @@ Other Changes: channel 0 and 1. (#2624) - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). +- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. - Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] diff --git a/imgui.h b/imgui.h index 7b34c7c53..ec4e1357c 100644 --- a/imgui.h +++ b/imgui.h @@ -126,30 +126,30 @@ typedef void* ImTextureID; // User data to identify a texture (this is typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); @@ -870,7 +870,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows @@ -901,7 +901,7 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { - ImGuiDataType_S8, // char + ImGuiDataType_S8, // signed char / char (with sensible compilers) ImGuiDataType_U8, // unsigned char ImGuiDataType_S16, // short ImGuiDataType_U16, // unsigned short @@ -1344,7 +1344,7 @@ struct ImGuiIO float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. - ImFontAtlas*Fonts; // // Load, rasterize and pack one or more fonts into a single texture. + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. diff --git a/misc/fonts/binary_to_compressed_c.cpp b/misc/fonts/binary_to_compressed_c.cpp index 3fde3d959..4d3522d47 100644 --- a/misc/fonts/binary_to_compressed_c.cpp +++ b/misc/fonts/binary_to_compressed_c.cpp @@ -48,12 +48,15 @@ int main(int argc, char** argv) else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } else { - printf("Unknown argument: '%s'\n", argv[argn]); + fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); return 1; } } - return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1; + bool ret = binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression); + if (!ret) + fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); + return ret ? 0 : 1; } char Encode85Byte(unsigned int x) From 3436132d4bca81300fca49031cb6bd6dced09335 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 11 Jul 2019 17:20:39 +0200 Subject: [PATCH 344/687] Combo: Hide arrow when there's not enough space even for the square button. + Various todo items. --- docs/CHANGELOG.txt | 1 + docs/README.md | 1 + docs/TODO.txt | 10 ++++++---- imgui_widgets.cpp | 3 ++- 4 files changed, 10 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2d507bfeb..844a3ddd0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -49,6 +49,7 @@ Other Changes: would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. +- Combo: Hide arrow when there's not enough space even for the square button. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/docs/README.md b/docs/README.md index 241eaadd4..c5abf5817 100644 --- a/docs/README.md +++ b/docs/README.md @@ -137,6 +137,7 @@ Frameworks: - Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) +- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui) - Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) - Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) - Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI) diff --git a/docs/TODO.txt b/docs/TODO.txt index d5291373c..d0f2e84e6 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -33,12 +33,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window/child: allow SetNextWindowContentSize() to work on child windows. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). + ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - scrolling/style: shadows on scrollable areas to denote that there is more contents - - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering. + - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). @@ -205,23 +206,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - shortcuts: programmatically access shortcuts "Focus("&Save")) - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). - text: selectable text (for copy) as a generic feature (ItemFlags?) - text: proper alignment options in imgui_internal.h - - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - - 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? not there because (void*) cast from int warns on some platforms/settings? - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: leaf/non-leaf highlight mismatch. - tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper) + - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 8af935c5b..e59836c19 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1432,7 +1432,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) From e66799f79a14a533d7b7adb937fc700f6c1168fa Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Jul 2019 11:54:22 +0200 Subject: [PATCH 345/687] Prefixed internal structs exposed in imgui.h with a fully qualified name to facilitate auto-generation with cimgui. --- imgui.cpp | 62 +++++++++++++++++++++++++++---------------------------- imgui.h | 34 +++++++++++++++--------------- 2 files changed, 48 insertions(+), 48 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4d7ff3112..6ec5e241b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1923,15 +1923,15 @@ ImU32 ImGui::GetColorU32(ImU32 col) //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImGuiStorage::Pair* LowerBound(ImVector& data, ImGuiID key) +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImGuiStorage::Pair* first = data.Data; - ImGuiStorage::Pair* last = data.Data + data.Size; + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; - ImGuiStorage::Pair* mid = first + count2; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; @@ -1953,18 +1953,18 @@ void ImGuiStorage::BuildSortByKey() static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; - if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; @@ -1977,7 +1977,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; @@ -1985,7 +1985,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; @@ -1994,9 +1994,9 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2007,27 +2007,27 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; @@ -2040,10 +2040,10 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; @@ -2051,10 +2051,10 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; @@ -2095,7 +2095,7 @@ bool ImGuiTextFilter::Draw(const char* label, float width) return value_changed; } -void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; @@ -2104,25 +2104,25 @@ void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) { if (*we == separator) { - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); - TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { - TextRange& f = Filters[i]; + ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) @@ -2144,19 +2144,19 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const for (int i = 0; i != Filters.Size; i++) { - const TextRange& f = Filters[i]; + const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract - if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep - if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } @@ -10102,7 +10102,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) NodeColumns(&window->ColumnsStorage[n]); ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); ImGui::TreePop(); } diff --git a/imgui.h b/imgui.h index ec4e1357c..a1ee79584 100644 --- a/imgui.h +++ b/imgui.h @@ -1591,21 +1591,19 @@ struct ImGuiTextFilter bool IsActive() const { return !Filters.empty(); } // [Internal] - struct TextRange + struct ImGuiTextRange { - const char* b; - const char* e; + const char* b; + const char* e; - TextRange() { b = e = NULL; } - TextRange(const char* _b, const char* _e) { b = _b; e = _e; } - const char* begin() const { return b; } - const char* end () const { return e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text @@ -1639,15 +1637,17 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - struct Pair + // [Internal] + struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. From d52c6316c8280aac4df66a1380984121fa9d46da Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Jul 2019 11:58:46 +0200 Subject: [PATCH 346/687] Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). --- docs/CHANGELOG.txt | 1 + imgui.cpp | 1 + imgui.h | 39 +++++++++++++++++++++------------------ imgui_draw.cpp | 14 +++++++------- 4 files changed, 30 insertions(+), 25 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 844a3ddd0..9bf1fd632 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Breaking Changes: - IMGUI_ONCE_UPON_A_FRAME macro. If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names and equivalent. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). diff --git a/imgui.cpp b/imgui.cpp index 6ec5e241b..f0c7caf1d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. diff --git a/imgui.h b/imgui.h index a1ee79584..3aa10abf4 100644 --- a/imgui.h +++ b/imgui.h @@ -2027,6 +2027,19 @@ struct ImFontGlyphRangesBuilder IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, @@ -2091,7 +2104,7 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- // [BETA] Custom Rectangles/Glyphs API @@ -2102,24 +2115,13 @@ struct ImFontAtlas // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. // Read misc/fonts/README.txt for more details about using colorful icons. - struct CustomRect - { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font - CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } - }; - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members @@ -2140,11 +2142,12 @@ struct ImFontAtlas ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector 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. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Internal data int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 51ff2cd9d..e7c5e82ee 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1720,7 +1720,7 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) IM_ASSERT(id >= 0x10000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1733,7 +1733,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1744,7 +1744,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -1760,7 +1760,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou return false; IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; @@ -2119,7 +2119,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); - ImVector& user_rects = atlas->CustomRects; + ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; @@ -2145,7 +2145,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { IM_ASSERT(atlas->CustomRectIds[0] >= 0); IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); IM_ASSERT(r.IsPacked()); @@ -2180,7 +2180,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlas::CustomRect& r = atlas->CustomRects[i]; + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; if (r.Font == NULL || r.ID > 0x10000) continue; From 71d20abbc34342ef6e6fc8c2824b25fa16743858 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 12 Jul 2019 13:33:24 +0200 Subject: [PATCH 347/687] Settings: Minor optimization to reduce calls in SettingsHandlerWindow_WriteAll. --- imgui.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f0c7caf1d..22a3ec454 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9558,6 +9558,8 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) ImGuiContext& g = *GImGui; g.SettingsWindows.push_back(ImGuiWindowSettings()); ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + name = p; settings->Name = ImStrdup(name); settings->ID = ImHashStr(name); return settings; @@ -9743,10 +9745,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; if (settings->Pos.x == FLT_MAX) continue; - const char* name = settings->Name; - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - name = p; - buf->appendf("[%s][%s]\n", handler->TypeName, name); + buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); From e461e7bc7af9cb4f7eab21949fad356b9983bae1 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 14 Jul 2019 12:28:42 -0700 Subject: [PATCH 348/687] Moved ImGuiColumnsFlags erroneously forward declared in imgui.h + demo bit. --- imgui.h | 1 - imgui_demo.cpp | 1 + imgui_internal.h | 1 + 3 files changed, 2 insertions(+), 1 deletion(-) diff --git a/imgui.h b/imgui.h index 3aa10abf4..72c19259e 100644 --- a/imgui.h +++ b/imgui.h @@ -138,7 +138,6 @@ typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: f typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a8d72f2ef..81c1ba275 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2606,6 +2606,7 @@ static void ShowDemoWindowColumns() ImGui::Separator(); ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); diff --git a/imgui_internal.h b/imgui_internal.h index 3b96116e8..cb5c40864 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -91,6 +91,7 @@ struct ImGuiWindowSettings; // Storage for window settings stored in .in // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags From 7a9d32acee87eb352fcd96e7a356608f6d32a764 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 14 Jul 2019 18:01:06 -0700 Subject: [PATCH 349/687] Fixed unnecessary test in UpdateMouseWheel() (thanks PVS). TreeNodeBehavior: avoid computing bg_col for non-framed non-active tree nodes. Comments, binaries update, minor typos. --- docs/CHANGELOG.txt | 10 +++++----- docs/README.md | 2 +- imgui.cpp | 10 +++++----- imgui.h | 2 +- imgui_widgets.cpp | 3 ++- 5 files changed, 14 insertions(+), 13 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9bf1fd632..036f481e7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,8 +39,8 @@ Breaking Changes: - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. - IMGUI_ONCE_UPON_A_FRAME macro. If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out - the new names and equivalent. -- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). + the new names or equivalent features. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). @@ -243,7 +243,7 @@ Breaking Changes: - Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. - Keep redirection enum values (will obsolete). (#2384) [@haldean] + Kept redirection enum values (will obsolete). (#2384) [@haldean] - Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) Other Changes: @@ -388,7 +388,7 @@ Breaking Changes: side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches. - Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. -- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). Other Changes: - Added BETA api for Tab Bar/Tabs widgets: (#261, #351) @@ -1129,7 +1129,7 @@ Breaking Changes: - Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) - Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) - Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. -- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). +- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). Other Changes: diff --git a/docs/README.md b/docs/README.md index c5abf5817..902b615ad 100644 --- a/docs/README.md +++ b/docs/README.md @@ -102,7 +102,7 @@ Demo Binaries ------------- You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables) +- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, Dear ImGui 1.72 WIP built 2019/07/15, master branch, 5 executables) The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. diff --git a/imgui.cpp b/imgui.cpp index 22a3ec454..d82e8b536 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6,7 +6,7 @@ // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases // Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -369,7 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. @@ -384,7 +384,7 @@ CODE - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. @@ -457,7 +457,7 @@ CODE IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -3453,7 +3453,7 @@ void ImGui::UpdateMouseWheel() // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling && !g.HoveredWindow->Collapsed) + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { ImGuiWindow* window = g.HoveredWindow; const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); diff --git a/imgui.h b/imgui.h index 72c19259e..03cb9d365 100644 --- a/imgui.h +++ b/imgui.h @@ -1040,7 +1040,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e59836c19..20ae82e53 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5238,13 +5238,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); const ImU32 text_col = GetColorU32(ImGuiCol_Text); const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); @@ -5269,6 +5269,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Unframed typed for tree nodes if (hovered || selected) { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } From 3d07c7cbe4db652a775e2a0410c59158f164b6bf Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 15 Jul 2019 17:56:20 -0700 Subject: [PATCH 350/687] TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 036f481e7..9b6d6809c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,7 @@ Other Changes: any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. +- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 20ae82e53..6ef4ef26f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6347,7 +6347,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; { const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); From a35f42f1230d1e18885c3fc3a45c5448858bc85d Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 15 Jul 2019 18:14:14 -0700 Subject: [PATCH 351/687] Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). (#581, #324) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 1 + imgui.h | 5 +++-- imgui_demo.cpp | 2 +- imgui_widgets.cpp | 7 ------- 5 files changed, 7 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9b6d6809c..382b2ee1c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,8 @@ Breaking Changes: If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features. - Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). + Kept redirection function (will obsolete). (#581, #324) Other Changes: - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). diff --git a/imgui.cpp b/imgui.cpp index d82e8b536..ac96259e6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have diff --git a/imgui.h b/imgui.h index 03cb9d365..c5bcb213f 100644 --- a/imgui.h +++ b/imgui.h @@ -496,7 +496,6 @@ namespace ImGui IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header @@ -1531,8 +1530,10 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.70 (from May 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 81c1ba275..0db2f1dbd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -628,7 +628,7 @@ static void ShowDemoWindowWidgets() { // Items 3..5 are Tree Leaves // The only reason we use TreeNode at all is to allow selection of the leaf. - // Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + // Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked()) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6ef4ef26f..e38100229 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4990,7 +4990,6 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() -// - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() // - SetNextItemOpen() // - CollapsingHeader() @@ -5332,12 +5331,6 @@ void ImGui::TreePop() PopID(); } -void ImGui::TreeAdvanceToLabelPos() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); -} - // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { From e6a286b3a567eb1d3b032e6c412565b0ef19677a Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 16 Jul 2019 16:43:21 -0700 Subject: [PATCH 352/687] Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. --- docs/CHANGELOG.txt | 4 +++- imgui.cpp | 1 + imgui.h | 1 + imgui_demo.cpp | 3 ++- imgui_widgets.cpp | 21 +++++++++++++-------- 5 files changed, 20 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 382b2ee1c..e6cf69ebe 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,7 +41,7 @@ Breaking Changes: If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features. - Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). -- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). (#581, #324) Other Changes: @@ -58,6 +58,8 @@ Other Changes: of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button + of ColorEdit3/ColorEdit4 functions to either side of the inputs. - Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between diff --git a/imgui.cpp b/imgui.cpp index ac96259e6..47dc25df7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1164,6 +1164,7 @@ ImGuiStyle::ImGuiStyle() GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. diff --git a/imgui.h b/imgui.h index c5bcb213f..0ffde4809 100644 --- a/imgui.h +++ b/imgui.h @@ -1301,6 +1301,7 @@ struct ImGuiStyle float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0db2f1dbd..4d08a257e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1145,7 +1145,7 @@ static void ShowDemoWindowWidgets() static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) { @@ -3151,6 +3151,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); ImGui::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0"); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e38100229..03a2c5083 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4137,8 +4137,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = CalcItemWidth() - w_extra; + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); g.NextItemData.ClearFlags(); @@ -4182,11 +4183,15 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag bool value_changed = false; bool value_changed_as_float = false; + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4230,7 +4235,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - SetNextItemWidth(w_items_all); + SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -4250,8 +4255,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) @@ -4285,7 +4290,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - SameLine(0, style.ItemInnerSpacing.x); + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } From 130b44994e31d4b0b2cc8c87597a9002e4765c74 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 16 Jul 2019 18:25:49 -0700 Subject: [PATCH 353/687] Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. --- docs/CHANGELOG.txt | 2 ++ imconfig.h | 5 +++++ imgui.cpp | 39 ++++++++++++++++++++++++++++++++++++--- imgui_internal.h | 21 +++++++++++++++++++-- 4 files changed, 62 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e6cf69ebe..3167c5561 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -61,6 +61,8 @@ Other Changes: - Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. - Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). +- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger + within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between channel 0 and 1. (#2624) diff --git a/imconfig.h b/imconfig.h index 5d9caecd0..16f8c8279 100644 --- a/imconfig.h +++ b/imconfig.h @@ -76,6 +76,11 @@ //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/imgui.cpp b/imgui.cpp index 47dc25df7..bde77d2db 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2862,6 +2862,16 @@ void ImGui::SetHoveredID(ImGuiID id) g.HoveredIdAllowOverlap = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We would get slightly better call-stack if we made the test in ItemAdd() + // but that would incur a slightly higher cost and may require us to hide this feature behind a define. + if (id != 0 && id == g.DebugBreakItemId) + { + IM_DEBUG_BREAK(); + g.DebugBreakItemId = 0; + } } ImGuiID ImGui::GetHoveredID() @@ -10180,6 +10190,28 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("Tools")) { + static bool picking_enabled = false; + if (ImGui::Button("Item Picker..")) + picking_enabled = true; + if (picking_enabled) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + picking_enabled = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugBreakItemId = hovered_id; + picking_enabled = false; + } + ImGui::SetNextWindowBgAlpha(0.5f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); @@ -10225,10 +10257,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::End(); } + #else -void ImGui::ShowMetricsWindow(bool*) -{ -} + +void ImGui::ShowMetricsWindow(bool*) { } + #endif //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index cb5c40864..d615a9420 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -401,7 +401,7 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui-test only] + , // [imgui_tests only] ImGuiItemStatusFlags_Openable = 1 << 10, // ImGuiItemStatusFlags_Opened = 1 << 11, // ImGuiItemStatusFlags_Checkable = 1 << 12, // @@ -1028,6 +1028,9 @@ struct ImGuiContext int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + // Debug Tools + ImGuiID DebugBreakItemId; + // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; @@ -1153,6 +1156,8 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugBreakItemId = 0; + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; @@ -1662,7 +1667,19 @@ IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -// Test engine hooks (imgui-test) +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) //#define IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); From ea79992d9add90f5e6d23b7b7941aceb20734bd5 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Jul 2019 09:59:10 -0700 Subject: [PATCH 354/687] Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). + Added missing IMGUI_API marker to the EmptyString storage used by ImGuiTextBuffer. (#2672) --- docs/CHANGELOG.txt | 4 +++- imgui.h | 4 ++-- imgui_demo.cpp | 3 ++- imgui_internal.h | 14 +++++++------- 4 files changed, 14 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3167c5561..c7a881644 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,8 @@ Other Changes: Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). @@ -58,7 +60,7 @@ Other Changes: of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. -- Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button +- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. - Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). - Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger diff --git a/imgui.h b/imgui.h index 0ffde4809..a81296fd6 100644 --- a/imgui.h +++ b/imgui.h @@ -280,7 +280,7 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state @@ -1612,7 +1612,7 @@ struct ImGuiTextFilter struct ImGuiTextBuffer { ImVector Buf; - static char EmptyString[1]; + IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 4d08a257e..e1c07dcf2 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3295,8 +3295,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::TreePop(); } + HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure."); static float window_scale = 1.0f; - if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything ImGui::PopItemWidth(); diff --git a/imgui_internal.h b/imgui_internal.h index d615a9420..33f71139a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1317,7 +1317,7 @@ struct IMGUI_API ImGuiWindow ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) @@ -1344,12 +1344,12 @@ public: ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; } - float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. From 1f3feb481e936c821b07ad0b0c91dbd0417133b9 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Jul 2019 14:02:45 -0700 Subject: [PATCH 355/687] Internals: Refactor: Moved all Columns code from imgui.cpp to imgui_widgets.cpp (#125) Also moved NextColumn between BeginColumn and NextColumn which makes it easier to work on that code. --- imgui.cpp | 391 +------------------------------------------- imgui_internal.h | 2 + imgui_widgets.cpp | 407 ++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 410 insertions(+), 390 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bde77d2db..659239df5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -75,7 +75,6 @@ CODE // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION -// [SECTION] COLUMNS // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS @@ -8664,394 +8663,6 @@ void ImGui::NavUpdateWindowingList() PopStyleVar(); } -//----------------------------------------------------------------------------- -// [SECTION] COLUMNS -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//----------------------------------------------------------------------------- - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - PopItemWidth(); - PopClipRect(); - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) - { - // Columns 1+ cancel out IndentX - // FIXME-COLUMNS: Unnecessary, could be locked? - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); - } - else - { - // New row/line - window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(1); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = 0.0f; - - PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? - - // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; -} - -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; -} - -static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm) -{ - return offset_norm * (columns->OffMaxX - columns->OffMinX); -} - -static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) -{ - return offset / (columns->OffMaxX - columns->OffMinX); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return OffsetNormToPixels(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->OffMinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; - - ImGuiColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); -} - -// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) -void ImGui::PushColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - window->DrawList->ChannelsSetCurrent(0); - int cmd_size = window->DrawList->CmdBuffer.Size; - PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); - IM_UNUSED(cmd_size); - IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd -} - -void ImGui::PopColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); - PopClipRect(); -} - -ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) -{ - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumns()); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) -{ - ImGuiWindow* window = GetCurrentWindow(); - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - return id; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - // Acquire storage for the columns set - ImGuiID id = GetColumnsID(str_id, columns_count); - ImGuiColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - // Set state for first column - columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; - columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f); - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostClipRect = window->ClipRect; - columns->HostWorkRect = window->WorkRect; - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize default widths - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); - } - - if (columns->Count > 1) - { - window->DrawList->ChannelsSplit(1 + columns->Count); - window->DrawList->ChannelsSetCurrent(1); - PushColumnClipRect(0); - } - - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - window->DrawList->ChannelsMerge(); - } - - const ImGuiColumnsFlags flags = columns->Flags; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy - bool is_being_resized = false; - if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; - const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) - continue; - - bool hovered = false, held = false; - if (!(flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->WorkRect = columns->HostWorkRect; - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; - - if (columns != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} - //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP @@ -10072,7 +9683,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); ImGui::TreePop(); } diff --git a/imgui_internal.h b/imgui_internal.h index 33f71139a..2eacac948 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1563,6 +1563,8 @@ namespace ImGui IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 03a2c5083..0b2b2be78 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -24,6 +24,7 @@ Index of this file: // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ @@ -7088,3 +7089,409 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, return close_button_pressed; } + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + // Set state for first column + columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; + columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f); + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ cancel out IndentX + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + window->DC.ColumnsOffset.x = 0.0f; + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- From 61c7f0194e9027f86b3bc476f0a7db4129d54e5c Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Jul 2019 15:11:52 -0700 Subject: [PATCH 356/687] Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() when clicking the color button to open the picker popup. (#1875) Demo: Added Button with repeater and InputFloat with +/- button to the status query test demo. --- docs/CHANGELOG.txt | 3 +++ imgui_demo.cpp | 32 +++++++++++++------------------- imgui_widgets.cpp | 5 ----- 3 files changed, 16 insertions(+), 24 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c7a881644..0bcc21365 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -62,6 +62,9 @@ Other Changes: - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() + returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() + when clicking the color button to open the picker popup. (#1875) - Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). - Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e1c07dcf2..756f8adaa 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1545,28 +1545,22 @@ static void ShowDemoWindowWidgets() static bool b = false; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static char str[16] = {}; - ImGui::RadioButton("Text", &item_type, 0); - ImGui::RadioButton("Button", &item_type, 1); - ImGui::RadioButton("Checkbox", &item_type, 2); - ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("InputText", &item_type, 4); - ImGui::RadioButton("InputFloat3", &item_type, 5); - ImGui::RadioButton("ColorEdit4", &item_type, 6); - ImGui::RadioButton("MenuItem", &item_type, 7); - ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 8); - ImGui::RadioButton("ListBox", &item_type, 9); - ImGui::Separator(); + ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0"); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 5) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 6) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 7) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 8) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 9) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0b2b2be78..53fab7884 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -626,8 +626,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -4840,9 +4838,6 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - if (pressed) - MarkItemEdited(id); - return pressed; } From e28d20c3e2d33261f2542095751561ea3022f6d0 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Jul 2019 17:09:47 -0700 Subject: [PATCH 357/687] Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 16 ++++++++++------ 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0bcc21365..10d36d089 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,8 @@ Other Changes: - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). +- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column + would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 53fab7884..250574261 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7295,8 +7295,10 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag window->DC.CurrentColumns = columns; // Set state for first column - columns->OffMinX = window->DC.Indent.x - g.Style.ItemSpacing.x; - columns->OffMaxX = ImMax(window->WorkRect.Max.x - window->Pos.x, columns->OffMinX + 1.0f); + const float column_padding = g.Style.ItemSpacing.x; + columns->OffMinX = window->DC.Indent.x - column_padding; + columns->OffMaxX = window->WorkRect.Max.x - window->Pos.x; + columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostClipRect = window->ClipRect; @@ -7343,7 +7345,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::NextColumn() @@ -7364,17 +7366,19 @@ void ImGui::NextColumn() PopItemWidth(); PopClipRect(); + const float column_padding = g.Style.ItemSpacing.x; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (++columns->Current < columns->Count) { - // Columns 1+ cancel out IndentX + // Columns 1+ ignore IndentX (by canceling it out) // FIXME-COLUMNS: Unnecessary, could be locked? - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; window->DrawList->ChannelsSetCurrent(columns->Current + 1); } else { // New row/line + // Column 0 honor IndentX window->DC.ColumnsOffset.x = 0.0f; window->DrawList->ChannelsSetCurrent(1); columns->Current = 0; @@ -7392,7 +7396,7 @@ void ImGui::NextColumn() float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - window->WindowPadding.x; + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::EndColumns() From 6c16ba649092bc90e219d30990f53ee8c59abc7c Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 17 Jul 2019 18:40:48 -0700 Subject: [PATCH 358/687] Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666) --- docs/CHANGELOG.txt | 3 +++ imgui_widgets.cpp | 19 +++++++++++-------- 2 files changed, 14 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 10d36d089..d60e7cd19 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,6 +58,9 @@ Other Changes: - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and + WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while + ensuring that the right-most column clipping width matches others. (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 250574261..61ed2267f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7294,18 +7294,19 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->Flags = flags; window->DC.CurrentColumns = columns; - // Set state for first column - const float column_padding = g.Style.ItemSpacing.x; - columns->OffMinX = window->DC.Indent.x - column_padding; - columns->OffMaxX = window->WorkRect.Max.x - window->Pos.x; - columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostClipRect = window->ClipRect; columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMin(window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f), window->WorkRect.Max.x + half_clip_extend_x) - window->Pos.x; + columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Clear data if columns count changed if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) @@ -7345,6 +7346,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = columns->OffMinX - window->DC.Indent.x + column_padding; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } @@ -7379,7 +7382,7 @@ void ImGui::NextColumn() { // New row/line // Column 0 honor IndentX - window->DC.ColumnsOffset.x = 0.0f; + window->DC.ColumnsOffset.x = columns->OffMinX - window->DC.Indent.x + column_padding; window->DrawList->ChannelsSetCurrent(1); columns->Current = 0; columns->LineMinY = columns->LineMaxY; From 44336950e9590f40ef89b00bad1841d46d1ac391 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 19 Jul 2019 11:22:39 -0700 Subject: [PATCH 359/687] Revert "Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666)" This reverts commit 6c16ba649092bc90e219d30990f53ee8c59abc7c. --- docs/CHANGELOG.txt | 3 --- imgui_widgets.cpp | 19 ++++++++----------- 2 files changed, 8 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d60e7cd19..10d36d089 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,9 +58,6 @@ Other Changes: - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) -- Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and - WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while - ensuring that the right-most column clipping width matches others. (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 61ed2267f..250574261 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7294,19 +7294,18 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->Flags = flags; window->DC.CurrentColumns = columns; + // Set state for first column + const float column_padding = g.Style.ItemSpacing.x; + columns->OffMinX = window->DC.Indent.x - column_padding; + columns->OffMaxX = window->WorkRect.Max.x - window->Pos.x; + columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostClipRect = window->ClipRect; columns->HostWorkRect = window->WorkRect; - - // Set state for first column - // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect - const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); - columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->OffMaxX = ImMin(window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f), window->WorkRect.Max.x + half_clip_extend_x) - window->Pos.x; - columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Clear data if columns count changed if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) @@ -7346,8 +7345,6 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); - window->DC.ColumnsOffset.x = columns->OffMinX - window->DC.Indent.x + column_padding; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } @@ -7382,7 +7379,7 @@ void ImGui::NextColumn() { // New row/line // Column 0 honor IndentX - window->DC.ColumnsOffset.x = columns->OffMinX - window->DC.Indent.x + column_padding; + window->DC.ColumnsOffset.x = 0.0f; window->DrawList->ChannelsSetCurrent(1); columns->Current = 0; columns->LineMinY = columns->LineMaxY; From 047dc16af5548335d4a32232b6cf5d09d88603cb Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 19 Jul 2019 10:48:22 -0700 Subject: [PATCH 360/687] Debug Tools: Added DebugStartItemPicker() in imgui_internal.h to facilitate binding this anywhere in user's tool. Adedd highlight. Added IMGUI_DEBUG_TOOL_ITEM_PICKER_EX to break in ItemAdd(). --- imconfig.h | 3 ++ imgui.cpp | 73 ++++++++++++++++++++++++++++-------------------- imgui_internal.h | 9 ++++-- 3 files changed, 53 insertions(+), 32 deletions(-) diff --git a/imconfig.h b/imconfig.h index 16f8c8279..2b7712987 100644 --- a/imconfig.h +++ b/imconfig.h @@ -80,6 +80,9 @@ // Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* diff --git a/imgui.cpp b/imgui.cpp index 659239df5..3b9996a3a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2861,16 +2861,6 @@ void ImGui::SetHoveredID(ImGuiID id) g.HoveredIdAllowOverlap = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; - - // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We would get slightly better call-stack if we made the test in ItemAdd() - // but that would incur a slightly higher cost and may require us to hide this feature behind a define. - if (id != 0 && id == g.DebugBreakItemId) - { - IM_DEBUG_BREAK(); - g.DebugBreakItemId = 0; - } } ImGuiID ImGui::GetHoveredID() @@ -2979,6 +2969,15 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif } window->DC.LastItemId = id; @@ -3067,6 +3066,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakID == id) + IM_DEBUG_BREAK(); + return true; } @@ -3787,6 +3797,27 @@ void ImGui::NewFrame() g.BeginPopupStack.resize(0); ClosePopupsOverWindow(g.NavWindow, false); + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } + // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. @@ -9801,27 +9832,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("Tools")) { - static bool picking_enabled = false; + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (ImGui::Button("Item Picker..")) - picking_enabled = true; - if (picking_enabled) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) - picking_enabled = false; - if (ImGui::IsMouseClicked(0) && hovered_id) - { - g.DebugBreakItemId = hovered_id; - picking_enabled = false; - } - ImGui::SetNextWindowBgAlpha(0.5f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); - } + ImGui::DebugStartItemPicker(); ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); diff --git a/imgui_internal.h b/imgui_internal.h index 2eacac948..366c682ce 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1029,7 +1029,8 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools - ImGuiID DebugBreakItemId; + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1156,7 +1157,8 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; - DebugBreakItemId = 0; + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -1658,6 +1660,9 @@ namespace ImGui IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Debug Tools + inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + } // namespace ImGui // ImFontAtlas internals From 493795cdd1890d9cf1b2648c3e7ca9993f1d8971 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 19 Jul 2019 12:11:00 -0700 Subject: [PATCH 361/687] Columns: Fix support for BeginColumns() with a count of 1 (not that this isn't available via the old Columns() api). Tweaked Demo to facilitate testing for it. --- imgui_demo.cpp | 9 +++++++-- imgui_widgets.cpp | 13 +++++++++---- 2 files changed, 16 insertions(+), 6 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 756f8adaa..b59fe6020 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2590,11 +2590,16 @@ static void ShowDemoWindowColumns() // NB: Future columns API should allow automatic horizontal borders. static bool h_borders = true; static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 1, 10, "%d columns"); + ImGui::SameLine(); ImGui::Checkbox("horizontal", &h_borders); ImGui::SameLine(); ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4 * 3; i++) + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) { if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 250574261..0878b46c7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7236,6 +7236,8 @@ void ImGui::PushColumnsBackground() { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; window->DrawList->ChannelsSetCurrent(0); int cmd_size = window->DrawList->CmdBuffer.Size; PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); @@ -7247,6 +7249,8 @@ void ImGui::PopColumnsBackground() { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; window->DrawList->ChannelsSetCurrent(columns->Current + 1); PopClipRect(); } @@ -7294,15 +7298,16 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->Flags = flags; window->DC.CurrentColumns = columns; + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + // Set state for first column const float column_padding = g.Style.ItemSpacing.x; columns->OffMinX = window->DC.Indent.x - column_padding; columns->OffMaxX = window->WorkRect.Max.x - window->Pos.x; columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostClipRect = window->ClipRect; - columns->HostWorkRect = window->WorkRect; columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); From 4abc2a82e0f258288ec252d810a1ab772619a528 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 19 Jul 2019 13:28:40 -0700 Subject: [PATCH 362/687] Columns: Made the right-most edge reaches up to the clipping rectangle (removing WindowPadding.x*0.5 worth of asymmetrical/extraneous padding). (#125, #2666) + Moved a few things in BeginColumns(). --- docs/CHANGELOG.txt | 3 +++ imgui_widgets.cpp | 9 ++++++--- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 10d36d089..3722438fc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,6 +58,9 @@ Other Changes: - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x + worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset + the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0878b46c7..3c2405ff7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7304,13 +7304,13 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->HostWorkRect = window->WorkRect; // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); columns->OffMinX = window->DC.Indent.x - column_padding; - columns->OffMaxX = window->WorkRect.Max.x - window->Pos.x; + columns->OffMaxX = window->WorkRect.Max.x + half_clip_extend_x - window->Pos.x; columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Clear data if columns count changed if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) @@ -7346,10 +7346,13 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag PushColumnClipRect(0); } + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } From b443bc0a64d5e22d445d2c9cb52f7f39da6b98c9 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 19 Jul 2019 14:22:33 -0700 Subject: [PATCH 363/687] Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 11 ++++++----- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3722438fc..93f7a7fcf 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -61,6 +61,7 @@ Other Changes: - Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666) +- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3c2405ff7..1373ea741 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7307,9 +7307,10 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect const float column_padding = g.Style.ItemSpacing.x; const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); - columns->OffMinX = window->DC.Indent.x - column_padding; - columns->OffMaxX = window->WorkRect.Max.x + half_clip_extend_x - window->Pos.x; - columns->OffMaxX = ImMax(columns->OffMaxX, columns->OffMinX + 1.0f); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; // Clear data if columns count changed @@ -7351,7 +7352,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); - window->DC.ColumnsOffset.x = 0.0f; + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } @@ -7387,7 +7388,7 @@ void ImGui::NextColumn() { // New row/line // Column 0 honor IndentX - window->DC.ColumnsOffset.x = 0.0f; + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DrawList->ChannelsSetCurrent(1); columns->Current = 0; columns->LineMinY = columns->LineMaxY; From c37f21788fcd8824d807c575947062223490b807 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 11:23:15 -0700 Subject: [PATCH 364/687] Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions + fixed Columns demo (#2683) --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 4 +++- imgui_widgets.cpp | 9 ++++++--- 3 files changed, 11 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 93f7a7fcf..c06e2e572 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -64,6 +64,8 @@ Other Changes: - Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with + other column functions. (#2683) - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b59fe6020..53e2bf1c4 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2593,7 +2593,9 @@ static void ShowDemoWindowColumns() static int columns_count = 4; const int lines_count = 3; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragInt("##columns_count", &columns_count, 0.1f, 1, 10, "%d columns"); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; ImGui::SameLine(); ImGui::Checkbox("horizontal", &h_borders); ImGui::SameLine(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1373ea741..c42c518f0 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7152,7 +7152,8 @@ float ImGui::GetColumnOffset(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + if (columns == NULL) + return 0.0f; if (column_index < 0) column_index = columns->Current; @@ -7178,9 +7179,11 @@ static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool befo float ImGui::GetColumnWidth(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + if (columns == NULL) + return GetContentRegionAvail().x; if (column_index < 0) column_index = columns->Current; From f1ba217a92846416475576b5983652f7f716cd71 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 12:13:44 -0700 Subject: [PATCH 365/687] Internals: Extracted some code out of the NewFrame() function. --- imgui.cpp | 51 +++++++++++++++++++++++++++++++++------------------ 1 file changed, 33 insertions(+), 18 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3b9996a3a..1cfaeabf5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1089,6 +1089,7 @@ static int FindWindowFocusIndex(ImGuiWindow* window); static void UpdateMouseInputs(); static void UpdateMouseWheel(); static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateDebugToolItemPicker(); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); @@ -3584,15 +3585,10 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -void ImGui::NewFrame() +static void NewFrameSanityChecks() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif - // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); @@ -3605,7 +3601,6 @@ void ImGui::NewFrame() IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); @@ -3616,6 +3611,19 @@ void ImGui::NewFrame() // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + NewFrameSanityChecks(); // Load settings on first frame (if not explicitly loaded manually before) if (!g.SettingsLoaded) @@ -3798,6 +3806,24 @@ void ImGui::NewFrame() ClosePopupsOverWindow(g.NavWindow, false); // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + g.FrameScopePushedImplicitWindow = true; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; g.DebugItemPickerBreakID = 0; if (g.DebugItemPickerActive) { @@ -3817,17 +3843,6 @@ void ImGui::NewFrame() ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); ImGui::EndTooltip(); } - - // Create implicit/fallback window - which we will only render it if the user has added something to it. - // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. - // This fallback is particularly important as it avoid ImGui:: calls from crashing. - SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); - Begin("Debug##Default"); - g.FrameScopePushedImplicitWindow = true; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PostNewFrame(&g); -#endif } void ImGui::Initialize(ImGuiContext* context) From 4b44f25c9a5044d230b58deb38196e0a90ac9c68 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 18:19:56 -0700 Subject: [PATCH 366/687] Fixed incorrect application of io.DisplaySafeAreaPadding which would be problematic with multi-viewports when a monitor uses negative coordinates (correct clamping is done right below). (#2674) --- imgui.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 1cfaeabf5..a2e228075 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5596,7 +5596,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) From 0f86116a69dfbd3d705484d8ba031e10e523335e Mon Sep 17 00:00:00 2001 From: Aaron Cooper <1531573+amc522@users.noreply.github.com> Date: Thu, 18 Jul 2019 17:24:56 -0700 Subject: [PATCH 367/687] Adding an ImGuiKey 'ImGuiKey_EnterSecondary' to support platforms that differentiate the enter (return key) and the numpad enter key. --- examples/imgui_impl_allegro5.cpp | 1 + examples/imgui_impl_glfw.cpp | 1 + examples/imgui_impl_marmalade.cpp | 1 + examples/imgui_impl_osx.mm | 43 ++++++++++++++++--------------- examples/imgui_impl_sdl.cpp | 1 + examples/imgui_impl_win32.cpp | 1 + imgui.h | 1 + imgui_widgets.cpp | 2 +- 8 files changed, 29 insertions(+), 22 deletions(-) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 468933900..8228c4161 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -281,6 +281,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; + io.KeyMap[ImGuiKey_EnterSecondary] = ALLEGRO_KEY_PAD_ENTER; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index bcfeac454..c1a274965 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -150,6 +150,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; + io.KeyMap[ImGuiKey_EnterSecondary] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index a101c69af..865810ec5 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -234,6 +234,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; io.KeyMap[ImGuiKey_Space] = s3eKeySpace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; + io.KeyMap[ImGuiKey_EnterSecondary] = s3eKeyNumPadEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; io.KeyMap[ImGuiKey_A] = s3eKeyA; io.KeyMap[ImGuiKey_C] = s3eKeyC; diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index cfcd3a74a..60cb8e237 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -47,27 +47,28 @@ bool ImGui_ImplOSX_Init() // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. const int offset_for_function_keys = 256 - 0xF700; - io.KeyMap[ImGuiKey_Tab] = '\t'; - io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys; - io.KeyMap[ImGuiKey_Backspace] = 127; - io.KeyMap[ImGuiKey_Space] = 32; - io.KeyMap[ImGuiKey_Enter] = 13; - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; + io.KeyMap[ImGuiKey_Tab] = '\t'; + io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys; + io.KeyMap[ImGuiKey_Backspace] = 127; + io.KeyMap[ImGuiKey_Space] = 32; + io.KeyMap[ImGuiKey_Enter] = 13; + io.KeyMap[ImGuiKey_EnterSecondary] = 13; + io.KeyMap[ImGuiKey_Escape] = 27; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; // Load cursors. Some of them are undocumented. g_MouseCursorHidden = false; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 0cf937a4e..86aa70a11 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -143,6 +143,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; + io.KeyMap[ImGuiKey_EnterSecondary] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 85dede4ee..9581e7ca6 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -77,6 +77,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_EnterSecondary] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; diff --git a/imgui.h b/imgui.h index a81296fd6..5aa93677e 100644 --- a/imgui.h +++ b/imgui.h @@ -940,6 +940,7 @@ enum ImGuiKey_ ImGuiKey_Backspace, ImGuiKey_Space, ImGuiKey_Enter, + ImGuiKey_EnterSecondary, ImGuiKey_Escape, ImGuiKey_A, // for text edit CTRL+A: select all ImGuiKey_C, // for text edit CTRL+C: copy diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c42c518f0..176d2167e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3653,7 +3653,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_EnterSecondary)) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) From f0348ddffc41a9ef1e34e930796ab68fe959079e Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 18:39:50 -0700 Subject: [PATCH 368/687] Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) --- docs/CHANGELOG.txt | 3 +++ examples/imgui_impl_allegro5.cpp | 3 ++- examples/imgui_impl_glfw.cpp | 3 ++- examples/imgui_impl_glut.cpp | 1 + examples/imgui_impl_marmalade.cpp | 3 ++- examples/imgui_impl_osx.mm | 2 +- examples/imgui_impl_sdl.cpp | 3 ++- examples/imgui_impl_win32.cpp | 2 +- imgui.h | 2 +- imgui_widgets.cpp | 2 +- 10 files changed, 16 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c06e2e572..98cc19604 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -70,6 +70,9 @@ Other Changes: - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to + specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure + until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] - Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() when clicking the color button to open the picker popup. (#1875) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 8228c4161..525ad5c97 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). // 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-11-30: Platform: Added touchscreen support. @@ -281,8 +282,8 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; - io.KeyMap[ImGuiKey_EnterSecondary] = ALLEGRO_KEY_PAD_ENTER; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index c1a274965..a9e72c6cb 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. @@ -150,8 +151,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; - io.KeyMap[ImGuiKey_EnterSecondary] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index 6b800bf17..56d8c5536 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init() io.KeyMap[ImGuiKey_Space] = ' '; io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M io.KeyMap[ImGuiKey_Escape] = 27; + io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index 865810ec5..497a5705e 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. @@ -234,8 +235,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; io.KeyMap[ImGuiKey_Space] = s3eKeySpace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; - io.KeyMap[ImGuiKey_EnterSecondary] = s3eKeyNumPadEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; + io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; io.KeyMap[ImGuiKey_A] = s3eKeyA; io.KeyMap[ImGuiKey_C] = s3eKeyC; io.KeyMap[ImGuiKey_V] = s3eKeyV; diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 60cb8e237..179306e46 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -61,8 +61,8 @@ bool ImGui_ImplOSX_Init() io.KeyMap[ImGuiKey_Backspace] = 127; io.KeyMap[ImGuiKey_Space] = 32; io.KeyMap[ImGuiKey_Enter] = 13; - io.KeyMap[ImGuiKey_EnterSecondary] = 13; io.KeyMap[ImGuiKey_Escape] = 27; + io.KeyMap[ImGuiKey_KeyPadEnter] = 13; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 86aa70a11..426775810 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. @@ -143,8 +144,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; - io.KeyMap[ImGuiKey_EnterSecondary] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 9581e7ca6..8d46d942c 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -77,8 +77,8 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; - io.KeyMap[ImGuiKey_EnterSecondary] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; diff --git a/imgui.h b/imgui.h index 5aa93677e..ef2014a5d 100644 --- a/imgui.h +++ b/imgui.h @@ -940,8 +940,8 @@ enum ImGuiKey_ ImGuiKey_Backspace, ImGuiKey_Space, ImGuiKey_Enter, - ImGuiKey_EnterSecondary, ImGuiKey_Escape, + ImGuiKey_KeyPadEnter, ImGuiKey_A, // for text edit CTRL+A: select all ImGuiKey_C, // for text edit CTRL+C: copy ImGuiKey_V, // for text edit CTRL+V: paste diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 176d2167e..13875ea2a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3653,7 +3653,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_EnterSecondary)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) From 29d9394a41939e8d033814704d5e9bcca516bf37 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 19:06:07 -0700 Subject: [PATCH 369/687] OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) --- docs/CHANGELOG.txt | 4 ++++ examples/imgui_impl_osx.mm | 31 +++++++++++++++++++++++++++++-- imconfig.h | 2 +- imgui.cpp | 3 ++- 4 files changed, 36 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 98cc19604..8250c56d5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -85,6 +85,10 @@ Other Changes: - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). - Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), + because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly + enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added + equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) - Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 179306e46..9042e15f9 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). // 2019-05-28: Inputs: Added mouse cursor shape and visibility support. // 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. // 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. @@ -81,8 +82,34 @@ bool ImGui_ImplOSX_Init() g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; - // We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers, - // because imgui.cpp has a default for them that works with OSX. + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + io.SetClipboardTextFn = [](void*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + io.GetClipboardTextFn = [](void*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return NULL; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return NULL; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; return true; } diff --git a/imconfig.h b/imconfig.h index 2b7712987..22a21db0f 100644 --- a/imconfig.h +++ b/imconfig.h @@ -34,7 +34,7 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). -//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). diff --git a/imgui.cpp b/imgui.cpp index a2e228075..fdc12c78c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9504,12 +9504,13 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } -#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) #include // Use old API to avoid need for separate .mm file static PasteboardRef main_clipboard = 0; // OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!main_clipboard) From cbd5a21fb0782d489b56430fdbf32d7e08aff583 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 21 Jul 2019 19:26:13 -0700 Subject: [PATCH 370/687] Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_dx10.cpp | 5 +++++ examples/imgui_impl_dx11.cpp | 13 +++++++++++-- 3 files changed, 18 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8250c56d5..3869166ff 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -85,6 +85,8 @@ Other Changes: - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). - Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. +- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. - Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 22c4b9d02..6dec6147b 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -81,6 +82,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader); ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -183,6 +185,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; @@ -201,6 +204,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSGetShader(&old.PS); ctx->VSGetShader(&old.VS); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); @@ -255,6 +259,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 3bcb03a2b..89b88dead 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -81,6 +82,10 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader, NULL, 0); ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL, NULL, 0); + ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -185,8 +190,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; - UINT PSInstancesCount, VSInstancesCount; - ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; @@ -206,6 +212,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); @@ -262,6 +270,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); From 363d33f64ea988f11c124207b89d9f4f15f11be9 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Jul 2019 10:23:27 -0700 Subject: [PATCH 371/687] Increased IMGUI_VERSION_NUM to facilitate transition of OSX clipboard support for framework using/embedding any version of imgui. Amend 29d9394. (#2546) --- imgui.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.h b/imgui.h index ef2014a5d..cdfa426d8 100644 --- a/imgui.h +++ b/imgui.h @@ -47,7 +47,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.72 WIP" -#define IMGUI_VERSION_NUM 17101 +#define IMGUI_VERSION_NUM 17102 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) From 835b50b7737f7f626a0983c6980f4397575b06b4 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Jul 2019 17:27:41 -0700 Subject: [PATCH 372/687] Internals: Nav: Tweak NavUpdatePageUpPageDown() to make it more readable. --- imgui.cpp | 63 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 33 insertions(+), 30 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index fdc12c78c..f381e1f39 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5756,6 +5756,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; + // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); @@ -8451,42 +8452,44 @@ static void ImGui::NavUpdateMoveResult() static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held) // If either (not both) are pressed { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + } + else + { + const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + return nav_scoring_rect_offset_y; } } return 0.0f; From 34cf00566f57b48870192d650cb06e4b6cc88738 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Jul 2019 18:11:06 -0700 Subject: [PATCH 373/687] InputTextMultiline: Fixed vertical scrolling tracking glitch. Fixed Travis-CI banner address. --- docs/CHANGELOG.txt | 5 +++-- docs/README.md | 2 +- imgui_widgets.cpp | 3 +-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3869166ff..c20ae7c59 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -62,10 +62,11 @@ Other Changes: worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666) - Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) -- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because - of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions. (#2683) +- InputTextMultiline: Fixed vertical scrolling tracking glitch. +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button diff --git a/docs/README.md b/docs/README.md index 902b615ad..d020ea076 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,6 +1,6 @@ dear imgui ===== -[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) +[![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) _(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_ diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 13875ea2a..4c65ed9cb 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3993,9 +3993,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - size.y >= scroll_y) scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - draw_pos.y = draw_window->DC.CursorPos.y; } state->CursorFollow = false; From dcd03f62a7c1d246cd0638c8657574f1fe0486fa Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Jul 2019 18:24:23 -0700 Subject: [PATCH 374/687] Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling. Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. --- docs/CHANGELOG.txt | 6 ++++++ imgui.cpp | 38 ++++++++++++++++++++------------------ imgui_demo.cpp | 30 ++++++++++-------------------- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 4 ++-- 5 files changed, 40 insertions(+), 42 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c20ae7c59..da56984af 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -67,6 +67,11 @@ Other Changes: - InputTextMultiline: Fixed vertical scrolling tracking glitch. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // Keep scrolling at the bottom if already + ImGui::SetScrollHereY(1.0f); - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button @@ -86,6 +91,7 @@ Other Changes: - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). - Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. - Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. - Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. - Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), diff --git a/imgui.cpp b/imgui.cpp index f381e1f39..b473f7fa6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3506,7 +3506,7 @@ void ImGui::UpdateMouseWheel() { float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } } @@ -3521,7 +3521,7 @@ void ImGui::UpdateMouseWheel() { float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } @@ -6524,16 +6524,6 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->Scroll.x = new_scroll_x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->Scroll.y = new_scroll_y; -} - void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -6921,6 +6911,18 @@ void ImGui::SetScrollY(float scroll_y) window->ScrollTargetCenterRatio.y = 0.0f; } +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size @@ -8333,9 +8335,9 @@ static void ImGui::NavUpdate() if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys @@ -8343,12 +8345,12 @@ static void ImGui::NavUpdate() ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); g.NavMoveFromClampedRefRect = true; } if (scroll_dir.y != 0.0f) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); g.NavMoveFromClampedRefRect = true; } } @@ -8466,9 +8468,9 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); } else { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 53e2bf1c4..257524d5a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3449,7 +3449,7 @@ struct ExampleAppConsole Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. AutoScroll = true; - ScrollToBottom = true; + ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() @@ -3470,7 +3470,6 @@ struct ExampleAppConsole for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); - ScrollToBottom = true; } void AddLog(const char* fmt, ...) IM_FMTARGS(2) @@ -3483,8 +3482,6 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open) @@ -3513,8 +3510,7 @@ struct ExampleAppConsole if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); - if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); @@ -3522,9 +3518,7 @@ struct ExampleAppConsole // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3573,9 +3567,11 @@ struct ExampleAppConsole } if (copy_to_clipboard) ImGui::LogFinish(); - if (ScrollToBottom) + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; + ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); @@ -3767,13 +3763,11 @@ struct ExampleAppLog ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines - bool AutoScroll; - bool ScrollToBottom; + bool AutoScroll; // Keep scrolling if already at the bottom ExampleAppLog() { AutoScroll = true; - ScrollToBottom = false; Clear(); } @@ -3794,8 +3788,6 @@ struct ExampleAppLog for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open = NULL) @@ -3809,9 +3801,7 @@ struct ExampleAppLog // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3876,9 +3866,9 @@ struct ExampleAppLog } ImGui::PopStyleVar(); - if (ScrollToBottom) + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; + ImGui::EndChild(); ImGui::End(); } diff --git a/imgui_internal.h b/imgui_internal.h index 366c682ce..d557f99c4 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1460,8 +1460,8 @@ namespace ImGui IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4c65ed9cb..b883ea027 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3637,8 +3637,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } From 26f14e056c01649af1f64f73e08c65900a932ad0 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 22 Jul 2019 18:48:39 -0700 Subject: [PATCH 375/687] Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604) --- docs/CHANGELOG.txt | 5 ++++- imgui.cpp | 38 ++++++++++++++++++++++++++++++++------ imgui_internal.h | 5 +++++ 3 files changed, 41 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index da56984af..f5b3bdb00 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,7 +53,6 @@ Other Changes: any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). - Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). -- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column @@ -67,12 +66,16 @@ Other Changes: - InputTextMultiline: Fixed vertical scrolling tracking glitch. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) - Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: // (Submit items..) if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // Keep scrolling at the bottom if already ImGui::SetScrollHereY(1.0f); - Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. diff --git a/imgui.cpp b/imgui.cpp index b473f7fa6..9dc43e0ce 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1042,6 +1042,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -3465,19 +3466,45 @@ static void ImGui::UpdateMouseInputs() } } +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + void ImGui::UpdateMouseWheel() { ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) - return; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; + // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - ImGuiWindow* window = g.HoveredWindow; + StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; @@ -3493,13 +3520,12 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - // FIXME: Lock scrolling window while not moving (see #2604) // Vertical Mouse Wheel scrolling const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; if (wheel_y != 0.0f && !g.IO.KeyCtrl) { - ImGuiWindow* window = g.HoveredWindow; + StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) @@ -3514,7 +3540,7 @@ void ImGui::UpdateMouseWheel() const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; if (wheel_x != 0.0f && !g.IO.KeyCtrl) { - ImGuiWindow* window = g.HoveredWindow; + StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) diff --git a/imgui_internal.h b/imgui_internal.h index d557f99c4..088fbca92 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -868,6 +868,9 @@ struct ImGuiContext ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget @@ -1058,6 +1061,8 @@ struct ImGuiContext HoveredWindow = NULL; HoveredRootWindow = NULL; MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; HoveredId = 0; HoveredIdAllowOverlap = false; From 1820aaf44419e7474e46aaa9657b36cf915edb23 Mon Sep 17 00:00:00 2001 From: luk1337 Date: Tue, 23 Jul 2019 18:41:27 +0200 Subject: [PATCH 376/687] imgui_freetype: Initialize FT_MemoryRec_ struct manually (#2686) This fixes gcc warning: missing field 'alloc' initializer [-Wmissing-field-initializers] --- misc/freetype/imgui_freetype.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index d0d2580d3..d3f2bf54b 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -646,7 +646,8 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) { // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html - FT_MemoryRec_ memory_rec = { 0 }; + FT_MemoryRec_ memory_rec = {}; + memory_rec.user = NULL; memory_rec.alloc = &FreeType_Alloc; memory_rec.free = &FreeType_Free; memory_rec.realloc = &FreeType_Realloc; From 51853292cc0c4d7a01b056266e5dedc066490b61 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 23 Jul 2019 09:49:17 -0700 Subject: [PATCH 377/687] ImDrawList: Using ImDrawCornerFlags instead of int in various apis. Demo: Using ImGuiColorEditrFlags instead of int. --- imgui.h | 9 +++++---- imgui_demo.cpp | 2 +- imgui_draw.cpp | 14 +++++++------- imgui_widgets.cpp | 1 + 4 files changed, 14 insertions(+), 12 deletions(-) diff --git a/imgui.h b/imgui.h index cdfa426d8..e14f564e1 100644 --- a/imgui.h +++ b/imgui.h @@ -1837,6 +1837,7 @@ struct ImDrawListSplitter enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1897,8 +1898,8 @@ 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_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 - 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) + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 + IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) 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 AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); @@ -1910,7 +1911,7 @@ struct ImDrawList 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& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); 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); - 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); + 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); @@ -1924,7 +1925,7 @@ struct ImDrawList IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 257524d5a..b7b48a52e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1112,7 +1112,7 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("With Drag and Drop", &drag_and_drop); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e7c5e82ee..45cf9ecb8 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -943,7 +943,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); @@ -978,24 +978,24 @@ 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_flags, float thickness) +void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(a, b, rounding, rounding_corners); PathFillConvex(col); } else @@ -1164,7 +1164,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PopTextureID(); } -void ImDrawList::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) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index b883ea027..9915a24c1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1088,6 +1088,7 @@ bool ImGui::RadioButton(const char* label, bool active) return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); From baae057a035014bbc0500e10616796e420d8b766 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 23 Jul 2019 11:50:41 -0700 Subject: [PATCH 378/687] Internals: Merge in minor noise from wip Tables branch to simplify further merging. --- imgui.cpp | 40 ++++++++++++++++++++++++++++++++++------ imgui_internal.h | 19 ++++++++++--------- imgui_widgets.cpp | 14 ++++++++------ 3 files changed, 52 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 9dc43e0ce..4ecb2897d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3934,6 +3934,11 @@ void ImGui::Shutdown(ImGuiContext* context) g.DrawDataBuilder.ClearFreeMemory(); g.BackgroundDrawList.ClearFreeMemory(); g.ForegroundDrawList.ClearFreeMemory(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); @@ -6744,7 +6749,8 @@ void ImGui::SetNextWindowBgAlpha(float alpha) // FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) mx.x = window->WorkRect.Max.x - window->Pos.x; @@ -6754,7 +6760,8 @@ ImVec2 ImGui::GetContentRegionMax() // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. ImVec2 ImGui::GetContentRegionMaxAbs() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max; if (window->DC.CurrentColumns) mx.x = window->WorkRect.Max.x; @@ -9650,14 +9657,16 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } + // State enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; - - static bool show_windows_begin_order = false; static bool show_windows_rects = false; static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; static bool show_drawcmd_clip_rects = true; + // Basic info + ImGuiContext& g = *GImGui; ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); @@ -9666,6 +9675,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList + // - NodeColumns + // - NodeWindow + // - NodeWindows + // - NodeTabBar struct Funcs { static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) @@ -9830,8 +9845,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; Funcs::NodeWindows(g.Windows, "Windows"); if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) { @@ -9857,6 +9870,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } +#if 0 + if (ImGui::TreeNode("Docking")) + { + ImGui::TreePop(); + } +#endif + +#if 0 + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.Data.Size)) + { + ImGui::TreePop(); + } +#endif + if (ImGui::TreeNode("Internal state")) { const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); @@ -9903,6 +9930,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + // Tool: Display windows Rectangles and Begin Order if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) diff --git a/imgui_internal.h b/imgui_internal.h index 088fbca92..d7c37c5f9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -358,7 +358,8 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_PressedOnClick = 1 << 21, ImGuiSelectableFlags_PressedOnRelease = 1 << 22, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 + ImGuiSelectableFlags_AllowItemOverlap = 1 << 24, + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. }; // Extend ImGuiTreeNodeFlags_ @@ -827,13 +828,13 @@ struct ImGuiShrinkWidthItem float Width; }; -struct ImGuiTabBarRef +struct ImGuiPtrOrIndex { - ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. - int IndexInMainPool; + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. - ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } - ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; //----------------------------------------------------------------------------- @@ -986,9 +987,9 @@ struct ImGuiContext unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads // Tab bars - ImPool TabBars; ImGuiTabBar* CurrentTabBar; - ImVector CurrentTabBarStack; + ImPool TabBars; + ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; // Widget state @@ -1425,7 +1426,7 @@ struct ImGuiTabBar float ScrollingSpeed; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - int ReorderRequestDir; + ImS8 ReorderRequestDir; bool WantLayout; bool VisibleTabWasSubmitted; short LastTabItemIdx; // For BeginTabItem()/EndTabItem() diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 9915a24c1..3c48d2475 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5490,6 +5490,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); @@ -6271,18 +6273,18 @@ static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const voi return (int)(a->Offset - b->Offset); } -static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { ImGuiContext& g = *GImGui; - return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } -static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; if (g.TabBars.Contains(tab_bar)) - return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); - return ImGuiTabBarRef(tab_bar); + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) @@ -6637,7 +6639,7 @@ void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = dir; + tab_bar->ReorderRequestDir = (ImS8)dir; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) From 824e8c53b43aa1bd0ed799ad563f7fa01cde4484 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 23 Jul 2019 21:26:15 -0700 Subject: [PATCH 379/687] Internals: Added IMGUI_DEBUG_INI_SETTINGS. Made IMGUI_DEBUG_LOG redefinable in imconfig.h. Comments. Fix to allow Metrics's NodeWindow() being called with a NULL window. --- imgui.cpp | 15 +++++++++++++-- imgui_internal.h | 7 +++++-- imgui_widgets.cpp | 6 +++++- 3 files changed, 23 insertions(+), 5 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4ecb2897d..c1b78907a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -998,6 +998,7 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file // Visual Studio warnings #ifdef _MSC_VER @@ -4795,6 +4796,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); @@ -9265,8 +9267,12 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) ImGuiContext& g = *GImGui; g.SettingsWindows.push_back(ImGuiWindowSettings()); ImGuiWindowSettings* settings = &g.SettingsWindows.back(); - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) name = p; +#endif settings->Name = ImStrdup(name); settings->ID = ImHashStr(name); return settings; @@ -9791,7 +9797,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) static void NodeWindow(ImGuiWindow* window, const char* label) { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); + return; + } + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window)) return; ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); diff --git a/imgui_internal.h b/imgui_internal.h index d7c37c5f9..dd2b8927a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -141,12 +141,15 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) - -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER #define IMGUI_CDECL __cdecl diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3c48d2475..5717f8e2e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5935,6 +5935,10 @@ void ImGui::EndMainMenuBar() End(); } +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5944,7 +5948,7 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. From d057550209d794461744a91c812bf8e9e264f32f Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 24 Jul 2019 09:48:34 -0700 Subject: [PATCH 380/687] Fixed Clang 8.0 warning "empty expression statement has no effect; remove unnecessary ';' to silence this" warning [-Wextra-semi-stmt] + Comment --- imgui.cpp | 2 +- imgui.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c1b78907a..0a2a53ee0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8171,7 +8171,7 @@ static void ImGui::NavUpdate() // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); diff --git a/imgui.h b/imgui.h index e14f564e1..0b5ad5585 100644 --- a/imgui.h +++ b/imgui.h @@ -327,7 +327,7 @@ namespace ImGui IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets From 7a26a49f080426bd09c2034a01a57eeb81f46a21 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 26 Jul 2019 12:08:29 -0700 Subject: [PATCH 381/687] Internal: Added IsMouseDragPastThreshold(). Tweaks. Todo. Demo: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value --- docs/CHANGELOG.txt | 2 ++ docs/TODO.txt | 2 ++ imgui.cpp | 17 ++++++++++++++--- imgui_demo.cpp | 17 ++++++++++++++--- imgui_internal.h | 1 + 5 files changed, 33 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f5b3bdb00..540e1e581 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -95,6 +95,8 @@ Other Changes: also this type was added in 1.71 and not advertised as a public-facing feature). - Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. - Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. +- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name + of an enum value instead of the underlying integer value. - Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. - Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. - Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), diff --git a/docs/TODO.txt b/docs/TODO.txt index d0f2e84e6..f289ebab7 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -89,6 +89,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a way to preview completion (e.g. disabled text completing from the cursor) - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. @@ -122,6 +123,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - columns: option to alternate background colors on odd/even scanlines. - columns: allow columns to recurse. - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. + - columns: sizing is lossy when columns width is very small (default width may turn negative etc.) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125) - columns: flag to add horizontal separator above/below? - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets) diff --git a/imgui.cpp b/imgui.cpp index 0a2a53ee0..27c90033a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4433,15 +4433,23 @@ bool ImGui::IsMouseDoubleClicked(int button) return g.IO.MouseDoubleClicked[button]; } +// [Internal] This doesn't test if the button is presed +bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + bool ImGui::IsMouseDragging(int button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) return false; - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; + return IsMouseDragPastThreshold(button, lock_threshold); } ImVec2 ImGui::GetMousePos() @@ -9719,6 +9727,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!node_open) return; + if (window && !window->WasActive) + ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); + int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b7b48a52e..570d18dba 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -539,8 +539,19 @@ static void ShowDemoWindowWidgets() static float f1=0.123f, f2=0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + static int current_element = Element_Fire; + const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown"; + ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { @@ -1782,9 +1793,9 @@ static void ShowDemoWindowLayout() ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5a", &f); - ImGui::DragFloat("float##5b", &f); - ImGui::DragFloat("float##5c", &f); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); ImGui::PopItemWidth(); ImGui::TreePop(); diff --git a/imgui_internal.h b/imgui_internal.h index dd2b8927a..522914d32 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1556,6 +1556,7 @@ namespace ImGui IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs + inline bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } From ecb9b1e2eba5becc38019b5c9f75fba711cd881b Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 27 Jul 2019 17:06:17 -0700 Subject: [PATCH 382/687] Version 1.72 --- docs/CHANGELOG.txt | 33 +++++++++++++++++---------------- docs/README.md | 23 ++++++++++++----------- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 10 files changed, 39 insertions(+), 37 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 540e1e581..a9fcc258f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,7 +30,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.72 (In Progress) + VERSION 1.72 (Released 2019-07-27) ----------------------------------------------------------------------- Breaking Changes: @@ -45,37 +45,38 @@ Breaking Changes: Kept redirection function (will obsolete). (#581, #324) Other Changes: -- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). -- Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom.. + ImGui::SetScrollHereY(1.0f); // ..make last item fully visible +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. - Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added - comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. +- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] - TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) - Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset - the right-most column, otherwise it's clipping width won't match the other column). (#125, #2666) + the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) - Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) - Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions. (#2683) - InputTextMultiline: Fixed vertical scrolling tracking glitch. - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). -- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or - until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are - passing under the mouse cursor. (#2604) -- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to - SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: - // (Submit items..) - if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // Keep scrolling at the bottom if already - ImGui::SetScrollHereY(1.0f); -- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] -- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. - Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. diff --git a/docs/README.md b/docs/README.md index d020ea076..5a706354f 100644 --- a/docs/README.md +++ b/docs/README.md @@ -3,7 +3,10 @@ dear imgui [![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_ +_(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)_ + +Businesses: support continued development via invoiced technical support & maintenance contracts: +
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) @@ -11,9 +14,6 @@ Individuals/hobbyists: support continued maintenance and development via the mon Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) -Businesses: support continued maintenance and development via support contracts or sponsoring: -
  _E-mail: omarcornut at gmail dot com_ - Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. @@ -290,7 +290,10 @@ Support dear imgui **How can I help financing further development of Dear ImGui?** -Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you! +Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! + +Businesses: support continued development via invoiced technical support & maintenance contracts: +
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) @@ -298,22 +301,20 @@ Individuals/hobbyists: support continued maintenance and development via the mon Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) -Businesses: support continued maintenance and development via support contracts or sponsoring: -
  _E-mail: omarcornut at gmail dot com_ - Ongoing dear imgui development is financially supported by users and private sponsors, recently: **Platinum-chocolate sponsors** -- **Blizzard Entertainment**. +- Blizzard Entertainment +- Google **Double-chocolate sponsors** - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. **Salty caramel supporters** -- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford. +- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Morten Skaaning, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford. **Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra. +- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis. And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) diff --git a/examples/README.txt b/examples/README.txt index 5028583bb..ded7d12a0 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.72 WIP + dear imgui, v1.72 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 27c90033a..ce9e1c1e6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 0b5ad5585..23efa5d6d 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.72 WIP" -#define IMGUI_VERSION_NUM 17102 +#define IMGUI_VERSION "1.72" +#define IMGUI_VERSION_NUM 17200 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 570d18dba..af8b422b9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 45cf9ecb8..a03f58554 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 522914d32..eef74b0f0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5717f8e2e..f06dec60b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.72 // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index cf953cf6f..a17e9f15c 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.72 WIP +dear imgui, v1.72 (Font Readme) --------------------------------------- From 9183e7c4267aadfb3d7a28e96092b40a590cf9fc Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 29 Jul 2019 15:54:32 -0700 Subject: [PATCH 383/687] Version 1.73 WIP --- docs/CHANGELOG.txt | 5 +++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 15 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a9fcc258f..58d2ff63a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,11 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.73 (In Progress) +----------------------------------------------------------------------- + + ----------------------------------------------------------------------- VERSION 1.72 (Released 2019-07-27) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index ded7d12a0..7e46c8432 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.72 + dear imgui, v1.73 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index ce9e1c1e6..8cbfa1290 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 23efa5d6d..ed7712f1b 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.72" -#define IMGUI_VERSION_NUM 17200 +#define IMGUI_VERSION "1.73 WIP" +#define IMGUI_VERSION_NUM 17201 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index af8b422b9..65c0355d2 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index a03f58554..3e5ca0617 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index eef74b0f0..fdade58b6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f06dec60b..add9d7cd5 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 +// dear imgui, v1.73 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index a17e9f15c..b8790af62 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.72 +dear imgui, v1.73 WIP (Font Readme) --------------------------------------- From 85ad8e0e2e4c928d69883dfa7f42bd368adf4ec0 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Jul 2019 14:26:02 -0700 Subject: [PATCH 384/687] Nav: Fixed an issue with NavFlattened window flag where widgets not entirely fitting in child window (often selectable because of their extruded bits) would be not considered to navigate toward the child window. (#787) This creates a little bit of tension because g.NavDisableHighlight tends to makes the reference point not always visible. Amend c665c15a7d5942037852027cec88de9ccc2494ac --- imgui.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 8cbfa1290..ef50ee5b0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7761,7 +7761,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) + if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } From 494d804735a47e1a0f453590b4337948f462558f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Jul 2019 15:02:40 -0700 Subject: [PATCH 385/687] Internal: Added ImGuiInputTextState::ClearText() helper. --- imgui_internal.h | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index fdade58b6..43a450f8e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -630,22 +630,23 @@ struct IMGUI_API ImGuiInputTextState float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection - - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation }; // Windows data saved in imgui.ini file From 5ef7445d922fd9fb5c59bedf2dada2926a4100e0 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Jul 2019 16:48:15 -0700 Subject: [PATCH 386/687] Internal: Avoid using GImGui multiple times in same function. --- imgui.cpp | 42 ++++++++++++++++++++++++++---------------- imgui_widgets.cpp | 2 +- 2 files changed, 27 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index ef50ee5b0..0c24e497b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3171,13 +3171,15 @@ void ImGui::MemFree(void* ptr) const char* ImGui::GetClipboardText() { - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() @@ -4331,15 +4333,18 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c int ImGui::GetKeyIndex(ImGuiKey imgui_key) { IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; } // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[user_key_index]; + if (user_key_index < 0) + return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDown[user_key_index]; } int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) @@ -4948,7 +4953,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s float target_x = window->ScrollTarget.x; if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) target_x = 0.0f; - else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x) + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); } @@ -6139,7 +6144,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiStyle& style = GImGui->Style; + const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); @@ -6969,7 +6974,8 @@ void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); window->ScrollTargetCenterRatio.x = center_x_ratio; @@ -6978,7 +6984,8 @@ void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); window->ScrollTargetCenterRatio.y = center_y_ratio; @@ -6987,19 +6994,21 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space float last_item_width = window->DC.LastItemRect.GetWidth(); - target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. SetScrollFromPosX(target_x, center_x_ratio); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. SetScrollFromPosY(target_y, center_y_ratio); } @@ -9640,7 +9649,8 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) { // Notify OS Input Method Editor of text input position - if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) + ImGuiIO& io = ImGui::GetIO(); + if (HWND hwnd = (HWND)io.ImeWindowHandle) if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM cf; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index add9d7cd5..07e8d2e34 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3123,7 +3123,7 @@ namespace ImStb static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) From 1b1e53928843e4c2fe645dba39bcd0f7a333318f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Jul 2019 18:21:44 -0700 Subject: [PATCH 387/687] Internal: Moved NavScrollToBringItemIntoView() declaration to imgui_internal.h. Fixed spacing missing in 494d804. Fixed changelog wreck from 1.72. --- docs/CHANGELOG.txt | 2 +- imgui.cpp | 3 +-- imgui_demo.cpp | 14 +++++++------- imgui_internal.h | 15 ++++++++------- 4 files changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 58d2ff63a..c5652c968 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,7 +50,6 @@ Breaking Changes: Kept redirection function (will obsolete). (#581, #324) Other Changes: - comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). - Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604) @@ -67,6 +66,7 @@ Other Changes: any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). - Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). - Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. - Combo: Hide arrow when there's not enough space even for the square button. - InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] diff --git a/imgui.cpp b/imgui.cpp index 0c24e497b..085aa0a08 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8139,8 +8139,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput } // Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +void ImGui::NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) { ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 65c0355d2..7fb29ec7f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2064,23 +2064,23 @@ static void ShowDemoWindowLayout() // Vertical scroll functions HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); - static bool track = true; static int track_item = 50; + static bool enable_track = true; static float scroll_to_off_px = 0.0f; static float scroll_to_pos_px = 200.0f; - ImGui::Checkbox("Track", &track); + ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); - ImGui::SameLine(140); track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui::Button("Scroll Offset"); ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px"); - ImGui::PopItemWidth(); + if (scroll_to_off || scroll_to_pos) - track = false; + enable_track = false; ImGuiStyle& style = ImGui::GetStyle(); float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; @@ -2101,7 +2101,7 @@ static void ShowDemoWindowLayout() ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); for (int item = 0; item < 100; item++) { - if (track && item == track_item) + if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom @@ -2133,7 +2133,7 @@ static void ShowDemoWindowLayout() ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); for (int item = 0; item < 100; item++) { - if (track && item == track_item) + if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right diff --git a/imgui_internal.h b/imgui_internal.h index 43a450f8e..1cc8e9902 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -634,19 +634,19 @@ struct IMGUI_API ImGuiInputTextState ImGuiInputTextCallback UserCallback; // " void* UserCallbackData; // " - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } int GetUndoAvailCount() const { return Stb.undostate.undo_point; } int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation // Cursor & Selection - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Windows data saved in imgui.ini file @@ -1549,6 +1549,7 @@ namespace ImGui IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); From 3548fb80134cdf90565241d0930db38ba1d7fcf7 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 30 Jul 2019 20:04:02 -0700 Subject: [PATCH 388/687] Internal refactor: moved all Scroll related functions in a same spot. --- imgui.cpp | 322 ++++++++++++++++++++++++----------------------- imgui_internal.h | 8 +- 2 files changed, 169 insertions(+), 161 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 085aa0a08..316a71ee9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -72,6 +72,7 @@ CODE // [SECTION] ImGuiListClipper // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION @@ -4943,40 +4944,6 @@ ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); } -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - float target_x = window->ScrollTarget.x; - if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) - target_x = 0.0f; - else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) - target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); - } - if (window->ScrollTarget.y < FLT_MAX) - { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, window->ScrollMax.x); - scroll.y = ImMin(scroll.y, window->ScrollMax.y); - } - return scroll; -} - static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) { if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) @@ -6921,97 +6888,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos) window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -float ImGui::GetScrollX() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Scroll.x; -} - -float ImGui::GetScrollY() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ScrollMax.x; -} - -float ImGui::GetScrollMaxY() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ScrollMax.y; -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->ScrollTarget.x = new_scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->ScrollTarget.y = new_scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); - window->ScrollTargetCenterRatio.x = center_x_ratio; -} - -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - -// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. -void ImGui::SetScrollHereX(float center_x_ratio) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space - float last_item_width = window->DC.LastItemRect.GetWidth(); - target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. - SetScrollFromPosX(target_x, center_x_ratio); -} - -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHereY(float center_y_ratio) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); -} - void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -7248,6 +7124,167 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect.Contains(item_rect)) + return; + + ImGuiContext& g = *GImGui; + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + { + window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + { + window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; + } + if (item_rect.Min.y < window_rect.Min.y) + { + window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + else if (item_rect.Max.y >= window_rect.Max.y) + { + window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; + } +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + //----------------------------------------------------------------------------- // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- @@ -8138,37 +8175,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput return delta; } -// Scroll to keep newly navigated item fully into view -void ImGui::NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } - if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } -} - static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; @@ -8478,7 +8484,7 @@ static void ImGui::NavUpdateMoveResult() if (g.NavLayer == 0) { ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); + ScrollToBringItemIntoView(result->Window, rect_abs); // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); @@ -8487,7 +8493,7 @@ static void ImGui::NavUpdateMoveResult() // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + ScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); } ClearActiveID(); diff --git a/imgui_internal.h b/imgui_internal.h index 1cc8e9902..8c0d74107 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1470,8 +1470,6 @@ namespace ImGui IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); @@ -1498,6 +1496,11 @@ namespace ImGui IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } @@ -1549,7 +1552,6 @@ namespace ImGui IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); - IMGUI_API void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); From 4cfaf7d89c16c8c2fd58110633a0315efb1a17f1 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 31 Jul 2019 10:26:10 -0700 Subject: [PATCH 389/687] Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. Fix/amend a0994d74. --- docs/CHANGELOG.txt | 6 +++++ imgui.cpp | 56 +++++++++++++++++++++++----------------------- imgui_demo.cpp | 19 +++++++++++++--- imgui_internal.h | 4 +++- 4 files changed, 53 insertions(+), 32 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c5652c968..78d67db35 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,12 @@ HOW TO UPDATE? VERSION 1.73 (In Progress) ----------------------------------------------------------------------- +Other Changes: + +- Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. + ----------------------------------------------------------------------- VERSION 1.72 (Released 2019-07-27) diff --git a/imgui.cpp b/imgui.cpp index 316a71ee9..71c760953 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5692,7 +5692,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - NavScrollToBringItemIntoView() + // - ScrollToBringRectIntoView() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -7141,18 +7141,19 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s target_x = 0.0f; else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); } if (window->ScrollTarget.y < FLT_MAX) { // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); float cr_y = window->ScrollTargetCenterRatio.y; float target_y = window->ScrollTarget.y; if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) target_y = 0.0f; if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); } scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); if (!window->Collapsed && !window->SkipItems) @@ -7164,7 +7165,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s } // Scroll to keep newly navigated item fully into view -void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) { ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] @@ -7173,25 +7174,13 @@ void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_re ImGuiContext& g = *GImGui; if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); } float ImGui::GetScrollX() @@ -7244,26 +7233,37 @@ void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) window->ScrollTargetCenterRatio.y = 0.0f; } -void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) + +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); window->ScrollTargetCenterRatio.x = center_x_ratio; } -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + local_y -= decoration_up_height; window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); window->ScrollTargetCenterRatio.y = center_y_ratio; } +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { @@ -8484,7 +8484,7 @@ static void ImGui::NavUpdateMoveResult() if (g.NavLayer == 0) { ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - ScrollToBringItemIntoView(result->Window, rect_abs); + ScrollToBringRectIntoView(result->Window, rect_abs); // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); @@ -8493,7 +8493,7 @@ static void ImGui::NavUpdateMoveResult() // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - ScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); } ClearActiveID(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7fb29ec7f..5a4259fdd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2066,8 +2066,14 @@ static void ShowDemoWindowLayout() static int track_item = 50; static bool enable_track = true; + static bool enable_extra_decorations = false; static float scroll_to_off_px = 0.0f; static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::SameLine(); + HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); + ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); @@ -2076,7 +2082,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -2094,7 +2100,13 @@ static void ShowDemoWindowLayout() const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; ImGui::TextUnformatted(names[i]); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None); + ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } if (scroll_to_off) ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) @@ -2126,7 +2138,8 @@ static void ShowDemoWindowLayout() for (int i = 0; i < 5; i++) { float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar); + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) diff --git a/imgui_internal.h b/imgui_internal.h index 8c0d74107..6a672edca 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1499,7 +1499,9 @@ namespace ImGui // Scrolling IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API void ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } From 27079e68c2c045a53991c6546b4693f275229d17 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 31 Jul 2019 10:36:40 -0700 Subject: [PATCH 390/687] Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. --- docs/CHANGELOG.txt | 6 +++++- imgui_internal.h | 3 ++- imgui_widgets.cpp | 11 ++++++++--- 3 files changed, 15 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 78d67db35..3c5904b56 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,9 +35,13 @@ HOW TO UPDATE? Other Changes: -- Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when +- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. +- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. +- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting + in child window (often selectables because of their protruding sides) would be not considered + as entry points to to navigate toward the child window. (#787) ----------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 6a672edca..23bf45f35 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -362,7 +362,8 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_PressedOnRelease = 1 << 22, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) ImGuiSelectableFlags_AllowItemOverlap = 1 << 24, - ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26 }; // Extend ImGuiTreeNodeFlags_ diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 07e8d2e34..84f2ea475 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5472,13 +5472,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; SetNavID(id, window->DC.NavLayerCurrent); } + } if (pressed) MarkItemEdited(id); @@ -6178,7 +6181,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { From 6a0d0dab5a9f0b9518a2bc9bb456a69895ae0962 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 31 Jul 2019 10:42:32 -0700 Subject: [PATCH 391/687] Version 1.72b (patch for nav) --- docs/CHANGELOG.txt | 2 +- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 11 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3c5904b56..52fbafb61 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,7 +30,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.73 (In Progress) + VERSION 1.72b (Released 2019-07-31) ----------------------------------------------------------------------- Other Changes: diff --git a/examples/README.txt b/examples/README.txt index 7e46c8432..d7245f18c 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.73 WIP + dear imgui, v1.72b ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 71c760953..6e6da3b1b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index ed7712f1b..b7d259470 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.73 WIP" -#define IMGUI_VERSION_NUM 17201 +#define IMGUI_VERSION "1.72b" +#define IMGUI_VERSION_NUM 17202 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 5a4259fdd..89e0f302c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 3e5ca0617..45f997b12 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 23bf45f35..773282811 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 84f2ea475..ba58bce0f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.72b // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index b8790af62..92be3238c 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.73 WIP +dear imgui, v1.72b (Font Readme) --------------------------------------- From 9bd7846f0782deaeee6c0817d1f9cea102558061 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 31 Jul 2019 18:37:55 -0700 Subject: [PATCH 392/687] Internal: Made ScrollToBringRectIntoView() handle recursing back to scroll parent window, so the function can be called elsewhere (instead of 1 deep recursion done in NavUpdateMoveResult(). --- imgui.cpp | 48 +++++++++++++++++++++++++++--------------------- imgui_internal.h | 2 +- 2 files changed, 28 insertions(+), 22 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6e6da3b1b..4f55e4a97 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7165,22 +7165,33 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s } // Scroll to keep newly navigated item fully into view -void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) { + ImGuiContext& g = *GImGui; ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); - if (item_rect.Min.y < window_rect.Min.y) - SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; } float ImGui::GetScrollX() @@ -8484,16 +8495,11 @@ static void ImGui::NavUpdateMoveResult() if (g.NavLayer == 0) { ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - ScrollToBringRectIntoView(result->Window, rect_abs); + ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); - - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); } ClearActiveID(); diff --git a/imgui_internal.h b/imgui_internal.h index 773282811..4a038d127 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1502,7 +1502,7 @@ namespace ImGui IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); - IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } From f624455d7bb59ff5d2056c822e645073c323c6d8 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 1 Aug 2019 10:57:13 -0700 Subject: [PATCH 393/687] Version 1.73 WIP --- docs/CHANGELOG.txt | 6 ++++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 16 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 52fbafb61..43ec4234a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,12 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.73 WIP (In Progress) +----------------------------------------------------------------------- + +Other Changes: + ----------------------------------------------------------------------- VERSION 1.72b (Released 2019-07-31) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index d7245f18c..7e46c8432 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.72b + dear imgui, v1.73 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 4f55e4a97..fc1a46bd0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index b7d259470..f58105197 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.72b" -#define IMGUI_VERSION_NUM 17202 +#define IMGUI_VERSION "1.73 WIP" +#define IMGUI_VERSION_NUM 17203 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 89e0f302c..5a4259fdd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 45f997b12..3e5ca0617 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 4a038d127..cac70f049 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ba58bce0f..84f2ea475 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72b +// dear imgui, v1.73 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 92be3238c..b8790af62 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,4 +1,4 @@ -dear imgui, v1.72b +dear imgui, v1.73 WIP (Font Readme) --------------------------------------- From 6cf4743f1755408fd094a75cf1d7a6e5a2ae803e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 1 Aug 2019 10:58:41 -0700 Subject: [PATCH 394/687] Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). --- docs/CHANGELOG.txt | 3 +++ examples/imgui_impl_dx11.cpp | 3 ++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 43ec4234a..7c251b31b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,9 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Other Changes: +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, + would generally make the debug layer complain (Added in 1.72). + ----------------------------------------------------------------------- VERSION 1.72b (Released 2019-07-31) diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 89b88dead..197bbe023 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -208,7 +209,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); - old.PSInstancesCount = old.VSInstancesCount = 256; + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); From 62143dff64c8cfb960248b84cf6c4566ffc5a743 Mon Sep 17 00:00:00 2001 From: Vilya Harvey Date: Wed, 31 Jul 2019 19:50:50 +0100 Subject: [PATCH 395/687] Backends: Vulkan: Added support for specifying multisample count. (#2705, #2706) --- docs/CHANGELOG.txt | 3 +++ examples/imgui_impl_vulkan.cpp | 6 +++++- examples/imgui_impl_vulkan.h | 1 + 3 files changed, 9 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7c251b31b..acc7bef63 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,9 @@ HOW TO UPDATE? Other Changes: - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. + Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values + to use, default is non-multisampled as before. (#2705, #2706) [@vilya] ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index b55cb190b..9d977f005 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -22,6 +22,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. // 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). @@ -721,7 +722,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; - ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; + if (v->MSAASamples != 0) + ms_info.rasterizationSamples = v->MSAASamples; + else + ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 80356b96f..f2bf92938 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -37,6 +37,7 @@ struct ImGui_ImplVulkan_InitInfo VkDescriptorPool DescriptorPool; uint32_t MinImageCount; // >= 2 uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; From 2e756d5b477486ff93c08d302d5bd39f5d0d6d87 Mon Sep 17 00:00:00 2001 From: Matthias Moulin Date: Mon, 12 Aug 2019 22:31:49 +0200 Subject: [PATCH 396/687] Explicit narrowing cast from size_t to UINT (#2726) Clang: `non-constant-expression cannot be narrowed from type 'size_t' (aka 'unsigned long long') to 'UINT' (aka 'unsigned int') in initializer list [-Wc++11-narrowing]` --- examples/imgui_impl_dx12.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index b40e92829..3161d1837 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -502,9 +502,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } From 7d2cfa6ff11a40a44fd1dc504ae7403937f16535 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 15 Aug 2019 14:49:18 +0200 Subject: [PATCH 397/687] Create FUNDING.yml --- .github/FUNDING.yml | 3 +++ 1 file changed, 3 insertions(+) create mode 100644 .github/FUNDING.yml diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml new file mode 100644 index 000000000..96b413db7 --- /dev/null +++ b/.github/FUNDING.yml @@ -0,0 +1,3 @@ +# These are supported funding model platforms +#github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] +patreon: imgui From 88bf056a9ffb0f92452174acf709345fcec35c54 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 15 Aug 2019 14:51:38 +0200 Subject: [PATCH 398/687] Removing Funding file (unnecessary as we'll switch services) --- .github/FUNDING.yml | 3 --- 1 file changed, 3 deletions(-) delete mode 100644 .github/FUNDING.yml diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml deleted file mode 100644 index 96b413db7..000000000 --- a/.github/FUNDING.yml +++ /dev/null @@ -1,3 +0,0 @@ -# These are supported funding model platforms -#github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] -patreon: imgui From 9fce2789183d223440592b2ab8c66d495d5e9b80 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 15 Aug 2019 19:03:07 +0200 Subject: [PATCH 399/687] ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). --- docs/CHANGELOG.txt | 7 +++-- imgui.cpp | 2 +- imgui_widgets.cpp | 67 +++++++++++++++++++++++++--------------------- 3 files changed, 43 insertions(+), 33 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index acc7bef63..2daadc5e6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,10 +34,13 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Other Changes: +- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) + Note that some elements won't accurately fade down with the same intensity, and the color wheel + when enabled will have small overlap glitches with (style.Alpha < 1.0). - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). -- Backends: Vulkan: Added support for specifying multisample count. - Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values +- Backends: Vulkan: Added support for specifying multisample count. + Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] diff --git a/imgui.cpp b/imgui.cpp index fc1a46bd0..809df9bba 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4439,7 +4439,7 @@ bool ImGui::IsMouseDoubleClicked(int button) return g.IO.MouseDoubleClicked[button]; } -// [Internal] This doesn't test if the button is presed +// [Internal] This doesn't test if the button is pressed bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) { ImGuiContext& g = *GImGui; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 84f2ea475..212d6a3e3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4402,17 +4402,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU } // Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; @@ -4662,17 +4664,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4680,13 +4687,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); } // Render Cursor + preview on Hue Wheel @@ -4696,8 +4703,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4707,46 +4714,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_white); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); From 7abd41bd5fa75df0c013a71c6d8bb91c855e05cc Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 19 Aug 2019 20:38:17 +0200 Subject: [PATCH 400/687] TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2daadc5e6..8b4659e27 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,7 @@ Other Changes: - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). +- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 212d6a3e3..3e4f08a9e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6638,7 +6638,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1) + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) { tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; From a33cedda142f6e96a9bd2d665290830362671566 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 19 Aug 2019 21:48:03 +0200 Subject: [PATCH 401/687] Internals: Renaming window size calc functions. --- imgui.cpp | 26 ++++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 809df9bba..361213986 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4857,7 +4857,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl return window; } -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) @@ -4889,7 +4889,7 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) return new_size; } -static ImVec2 CalcContentSize(ImGuiWindow* window) +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) { if (window->Collapsed) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) @@ -4903,7 +4903,7 @@ static ImVec2 CalcContentSize(ImGuiWindow* window) return sz; } -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; @@ -4927,7 +4927,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) @@ -4940,8 +4940,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcContentSize(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) @@ -4958,7 +4960,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); @@ -5039,7 +5041,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) { // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); ret_auto_fit = true; ClearActiveID(); } @@ -5094,7 +5096,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -5481,7 +5483,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcContentSize(window); + window->ContentSize = CalcWindowContentSize(window); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -5545,7 +5547,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) @@ -5581,7 +5583,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; // Decoration size From a856c670c17fe70d61e519bf74ccb2559915a2ff Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 21 Aug 2019 23:05:46 +0200 Subject: [PATCH 402/687] TabBar: fixed single-tab not shrinking their width down. + minor typo fixes (#2738) --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_opengl2.cpp | 2 +- imgui.cpp | 2 +- imgui_widgets.cpp | 8 ++++++-- 4 files changed, 9 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8b4659e27..630330427 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,7 @@ Other Changes: Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. +- TabBar: fixed single-tab not shrinking their width down. - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 95720ff3c..fbe278c7f 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -24,7 +24,7 @@ // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. // 2017-09-01: OpenGL: Save and restore current polygon mode. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. diff --git a/imgui.cpp b/imgui.cpp index 361213986..374efe2a6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -638,7 +638,7 @@ CODE - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3e4f08a9e..89e6ca0b3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1361,8 +1361,12 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) // Shrink excess width from a set of item, by removing width from the larger items first. void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) { - if (count > 1) - ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + if (count == 1) + { + items[0].Width -= width_excess; + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); int count_same_width = 1; while (width_excess > 0.0f && count_same_width < count) { From c4b0bf718ad69a1c24da6ad5f95e58458d1ff28d Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 22 Aug 2019 11:40:37 +0200 Subject: [PATCH 403/687] More typos in comments (#2738) --- imgui.cpp | 2 +- imgui_demo.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 374efe2a6..6be7fdc9c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -638,7 +638,7 @@ CODE - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp) DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 5a4259fdd..0264debc2 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -759,7 +759,7 @@ static void ShowDemoWindowWidgets() // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. - // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) + // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). From 3fb5cf3541c745b1a655f78ae593e665d4c4b6eb Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 22 Aug 2019 16:55:42 +0200 Subject: [PATCH 404/687] Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 +- imgui.h | 6 +++++- 3 files changed, 7 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 630330427..e5dfa6579 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,7 @@ Other Changes: when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. +- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/imgui.cpp b/imgui.cpp index 6be7fdc9c..b4b4bc34d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -176,7 +176,7 @@ CODE - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. diff --git a/imgui.h b/imgui.h index f58105197..abb42a789 100644 --- a/imgui.h +++ b/imgui.h @@ -73,8 +73,12 @@ Index of this file: #define IM_FMTLIST(FMT) #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif // Warnings #if defined(__clang__) From c4ff1b3578ea0bcac93a25b16d5e3e4cb32f0a9a Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 22 Aug 2019 17:43:57 +0200 Subject: [PATCH 405/687] ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) --- docs/CHANGELOG.txt | 1 + imgui.h | 36 ++++++++------- imgui_demo.cpp | 4 +- imgui_draw.cpp | 108 +++++++++++++++++++++++---------------------- 4 files changed, 79 insertions(+), 70 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e5dfa6579..ede7464d2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,7 @@ Other Changes: when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. +- ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). diff --git a/imgui.h b/imgui.h index abb42a789..63a8eec8c 100644 --- a/imgui.h +++ b/imgui.h @@ -1901,33 +1901,39 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // 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, ImDrawCornerFlags rounding_corners = 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 - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) - 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 AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - 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, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, 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& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); - 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); - 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0264debc2..790cb63c7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4391,9 +4391,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4); if (draw_fg) - ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10); ImGui::EndTabItem(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 3e5ca0617..3eb1067ef 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -860,26 +860,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } @@ -889,7 +889,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } @@ -968,44 +968,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// 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, ImDrawCornerFlags rounding_corners, float thickness) +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; @@ -1014,77 +1016,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1132,7 +1134,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1142,13 +1144,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1158,20 +1160,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1180,10 +1182,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); From cb538fadfe3d24ec2b8c30a97103e44055db811c Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 23 Aug 2019 11:08:30 +0200 Subject: [PATCH 406/687] Internals: Storing settings using ImVec2ih to match what we are doing with dock node. + removed ImMax from reading Size value (done in Begin) + removed seemingly unnecessary FLT_MAX compare in SettingsHandlerWindow_WriteAll. About: Added backquote to text copied into clipboard so it doesn't mess up with github formatting when pasted. --- imgui.cpp | 25 +++++++++++-------------- imgui_demo.cpp | 6 ++++++ imgui_internal.h | 14 +++++++++++--- 3 files changed, 28 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b4b4bc34d..fbe7a29e8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4827,10 +4827,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl // Retrieve settings from .ini file window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - window->Pos = ImFloor(settings->Pos); + window->Pos = ImVec2(settings->Pos.x, settings->Pos.y); window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); + if (settings->Size.x > 0 && settings->Size.y > 0) + size = ImVec2(settings->Size.x, settings->Size.y); } window->Size = window->SizeFull = ImFloor(size); window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values @@ -9447,14 +9447,13 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiContext& g = *ctx; ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; + int x, y; int i; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) settings->Pos = ImVec2ih((short)x, (short)y); + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) settings->Size = ImVec2ih((short)x, (short)y); else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); } @@ -9476,8 +9475,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos; - settings->Size = window->SizeFull; + settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); + settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y); settings->Collapsed = window->Collapsed; } @@ -9486,11 +9485,9 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl for (int i = 0; i != g.SettingsWindows.Size; i++) { const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - if (settings->Pos.x == FLT_MAX) - continue; buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); buf->appendf("\n"); } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 790cb63c7..b2b7a7e45 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2961,7 +2961,10 @@ void ImGui::ShowAboutWindow(bool* p_open) bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove); if (copy_to_clipboard) + { ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub + } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); @@ -3052,7 +3055,10 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); ImGui::LogFinish(); + } ImGui::EndChildFrame(); } ImGui::End(); diff --git a/imgui_internal.h b/imgui_internal.h index cac70f049..a936f69e5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -528,6 +528,14 @@ struct ImVec1 ImVec1(float _x) { x = _x; } }; +// 2D vector (half-size integer) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } +}; + // 2D axis aligned bounding-box // NB: we can't rely on ImVec2 math operators being available here struct IMGUI_API ImRect @@ -655,11 +663,11 @@ struct ImGuiWindowSettings { char* Name; ImGuiID ID; - ImVec2 Pos; - ImVec2 Size; + ImVec2ih Pos; + ImVec2ih Size; bool Collapsed; - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } }; struct ImGuiSettingsHandler From bcdb89ab078780ac256ec6ee155af0a0c55460a7 Mon Sep 17 00:00:00 2001 From: Tommy Nguyen Date: Tue, 27 Aug 2019 22:40:34 +0200 Subject: [PATCH 407/687] Rebased imstb_rectpack on stb_rect_pack v1.00. --- docs/CHANGELOG.txt | 2 ++ imstb_rectpack.h | 17 +++++++++++++---- 2 files changed, 15 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ede7464d2..046e59d45 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,6 +46,8 @@ Other Changes: - Backends: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Misc: Updated stb_rect_pack from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, + fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] ----------------------------------------------------------------------- diff --git a/imstb_rectpack.h b/imstb_rectpack.h index 23f922a57..ff2a85df4 100644 --- a/imstb_rectpack.h +++ b/imstb_rectpack.h @@ -1,10 +1,10 @@ -// [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 0.99. +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. // Those changes would need to be pushed into nothings/stb: // - Added STBRP__CDECL // Grep for [DEAR IMGUI] to find the changes. -// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -37,9 +37,11 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings @@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; From c8418015c22fad3479ebd5cd91f7658d56e47ad8 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 28 Aug 2019 12:31:43 +0200 Subject: [PATCH 408/687] SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) + misc minor stuff. --- docs/CHANGELOG.txt | 1 + imgui.h | 2 +- imgui_widgets.cpp | 6 +++--- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 046e59d45..d9a60769f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,7 @@ Other Changes: when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. +- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, diff --git a/imgui.h b/imgui.h index 63a8eec8c..6b0de93a9 100644 --- a/imgui.h +++ b/imgui.h @@ -1789,7 +1789,7 @@ struct ImDrawCmd ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; // Vertex index diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 89e6ca0b3..79f5b2d49 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2464,13 +2464,13 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); + IM_ASSERT(*(const ImU32*)v_max <= IM_U32_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_S64: IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); + IM_ASSERT(*(const ImU64*)v_max <= IM_U64_MAX/2); return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); case ImGuiDataType_Float: IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); @@ -3384,7 +3384,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); From 45a0db597925777ffaa08f58089eca36382edddc Mon Sep 17 00:00:00 2001 From: Hanif Bin Ariffin Date: Mon, 26 Aug 2019 19:52:08 -0400 Subject: [PATCH 409/687] Demo: PlotLine example displays the average value. (#2759) + extra comments --- imgui_demo.cpp | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b2b7a7e45..04214437e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1043,6 +1043,8 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747) if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; @@ -1066,7 +1068,18 @@ static void ShowDemoWindowWidgets() phase += 0.10f*values_offset; refresh_time += 1.0f/60.0f; } - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80)); + } ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); // Use functions to generate output From 62f75c7fb163a2fcd0455ae4e68ea4acf0b15d17 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 30 Jun 2019 12:48:19 +0200 Subject: [PATCH 410/687] Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) --- docs/CHANGELOG.txt | 3 +++ imgui.cpp | 51 +++++++++++++++++++++++++++++++++++++++++++++- imgui.h | 1 + imgui_demo.cpp | 1 + imgui_internal.h | 9 +++++++- 5 files changed, 63 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d9a60769f..9dee4195b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,9 @@ Other Changes: - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when + a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory + usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/imgui.cpp b/imgui.cpp index fbe7a29e8..6a8cc176a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1244,6 +1244,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -2699,6 +2700,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; + LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; SettingsIdx = -1; @@ -2713,6 +2715,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavLastIds[0] = NavLastIds[1] = 0; NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; + + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; } ImGuiWindow::~ImGuiWindow() @@ -2783,6 +2788,36 @@ static void SetCurrentWindow(ImGuiWindow* window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + void ImGui::SetNavID(ImGuiID id, int nav_layer) { ImGuiContext& g = *GImGui; @@ -3814,8 +3849,9 @@ void ImGui::NewFrame() g.NavIdTabCounter = INT_MAX; - // Mark all windows as not visible + // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer > 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -3823,6 +3859,10 @@ void ImGui::NewFrame() window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + + // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); } // Closing the focused window restore focus to the first active root window in descending z-order @@ -5391,6 +5431,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } @@ -5404,6 +5445,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); @@ -5468,6 +5513,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->IDStack.resize(1); + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; diff --git a/imgui.h b/imgui.h index 6b0de93a9..28c7d20d5 100644 --- a/imgui.h +++ b/imgui.h @@ -1360,6 +1360,7 @@ struct ImGuiIO bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to 0.0f to disable. //------------------------------------------------------------------ // Platform Functions diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 04214437e..568da3b92 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3049,6 +3049,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer > 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); diff --git a/imgui_internal.h b/imgui_internal.h index a936f69e5..1018b1e9d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1321,8 +1321,8 @@ struct IMGUI_API ImGuiWindow ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). @@ -1334,6 +1334,7 @@ struct IMGUI_API ImGuiWindow ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; @@ -1352,6 +1353,10 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + bool MemoryCompacted; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); @@ -1483,6 +1488,8 @@ namespace ImGui IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } From bfcdaeb6108e5473a967532c712ed36d56d2fee9 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 28 Aug 2019 20:30:36 +0200 Subject: [PATCH 411/687] Disable with ConfigWindowsMemoryCompactTimer < 0.0f (#2636) --- imgui.cpp | 2 +- imgui.h | 2 +- imgui_demo.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6a8cc176a..89541b2f7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3851,7 +3851,7 @@ void ImGui::NewFrame() // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); - const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer > 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; diff --git a/imgui.h b/imgui.h index 28c7d20d5..a27017391 100644 --- a/imgui.h +++ b/imgui.h @@ -1360,7 +1360,7 @@ struct ImGuiIO bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to 0.0f to disable. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 568da3b92..8485f7c9a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3049,7 +3049,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); - if (io.ConfigWindowsMemoryCompactTimer > 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); From f8d3d8d7f5415e889315c6b7de430ead61ae7aeb Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 29 Aug 2019 12:13:29 +0200 Subject: [PATCH 412/687] TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 20 +++++++++++++++++--- 2 files changed, 19 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9dee4195b..649e75ed1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,8 @@ Other Changes: when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. +- TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. + Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 79f5b2d49..42e132436 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1370,14 +1370,28 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc int count_same_width = 1; while (width_excess > 0.0f && count_same_width < count) { - while (count_same_width < count && items[0].Width == items[count_same_width].Width) + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; - float width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); - float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max); + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) items[item_n].Width -= width_to_remove_per_item; width_excess -= width_to_remove_per_item * count_same_width; } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; } //------------------------------------------------------------------------- From 3f99890f40c999052e78490b26ce138f80c803b4 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 29 Aug 2019 14:46:02 +0200 Subject: [PATCH 413/687] TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77eeeae70383b3e278a33b511e0d63ee16ac. --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 3 ++- imgui_internal.h | 3 ++- imgui_widgets.cpp | 13 ++++++++----- 4 files changed, 14 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 649e75ed1..d20df9d9f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,8 @@ Other Changes: when enabled will have small overlap glitches with (style.Alpha < 1.0). - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. +- TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) + (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). - TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8485f7c9a..d5bc96c56 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4286,7 +4286,6 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); @@ -4406,7 +4405,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); ImVec2 window_pos = ImGui::GetWindowPos(); ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); diff --git a/imgui_internal.h b/imgui_internal.h index 1018b1e9d..e9139d60f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1435,8 +1435,9 @@ struct ImGuiTabBar int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float ContentsHeight; + float LastTabContentHeight; // Record the height of contents submitted below the tab bar float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. float ScrollingAnim; float ScrollingTarget; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 42e132436..423a873b6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6290,8 +6290,8 @@ ImGuiTabBar::ImGuiTabBar() ID = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; - ContentsHeight = 0.0f; - OffsetMax = OffsetNextTab = 0.0f; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; @@ -6373,7 +6373,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->FramePadding = g.Style.FramePadding; // Layout - ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight())); window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator @@ -6406,9 +6406,9 @@ void ImGui::EndTabBar() // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -6532,6 +6532,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Layout all active tabs float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { @@ -6540,8 +6541,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_track_selected_tab_id = tab->ID; offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x; } tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); // Horizontal scrolling buttons const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); From b59ec7b9b7f85c60d26907690126f30bf4f1e11a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 30 Aug 2019 20:28:14 +0200 Subject: [PATCH 414/687] DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. --- docs/CHANGELOG.txt | 1 + imgui.h | 2 ++ imgui_widgets.cpp | 13 ++++++++----- 3 files changed, 11 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d20df9d9f..33ee2680e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,7 @@ Other Changes: - TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when diff --git a/imgui.h b/imgui.h index a27017391..42ee53406 100644 --- a/imgui.h +++ b/imgui.h @@ -426,6 +426,8 @@ namespace ImGui // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min > v_max to lock edits. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 423a873b6..6cec3827b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1916,11 +1916,14 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool has_min_max = (v_min != v_max); - const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + const bool is_clamped = (v_min < v_max); + const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); + const bool is_locked = (v_min > v_max); + if (is_locked) + return false; // Default tweak speed - if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings @@ -1948,7 +1951,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) { @@ -2000,7 +2003,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && has_min_max) + if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; From 0537ac005f7e76311556a4e24c8ddfb4fa1bdcc8 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 30 Aug 2019 20:33:35 +0200 Subject: [PATCH 415/687] ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 7 +++++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 33ee2680e..a34aef920 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,7 @@ Other Changes: - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. - TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6cec3827b..a91268b32 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4234,14 +4234,17 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // Disable Hue edit when Saturation is zero + const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); From c077dd4872f435dd959feb024e5a9adb2c7df20c Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 31 Aug 2019 19:59:51 +0200 Subject: [PATCH 416/687] Fixed missing IMGUI_API for IsMouseDragPastThreshold(). --- imgui_internal.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_internal.h b/imgui_internal.h index e9139d60f..f13aeedc7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1579,7 +1579,7 @@ namespace ImGui IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs - inline bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); + IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } From cc288e073c64114058269d227d4038cf211db2e5 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 16 Sep 2019 12:08:23 +0200 Subject: [PATCH 417/687] Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_opengl3.cpp | 24 +++++++++--------------- 2 files changed, 11 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a34aef920..09381fd5b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,8 @@ Other Changes: - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() + before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 9585215c4..199638e85 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. @@ -164,7 +165,7 @@ void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_NewFrame() { - if (!g_FontTexture) + if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } @@ -613,20 +614,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } From 3cf519c9cbbfc2f4e91883d8f14e62e82e5d6765 Mon Sep 17 00:00:00 2001 From: Bagrat Dabaghyan Date: Mon, 16 Sep 2019 06:03:42 +0400 Subject: [PATCH 418/687] Fix DragScalar for unsigned types (#2780) decreasing the value was broken on arm64 --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 09381fd5b..cf03be732 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,6 +46,7 @@ Other Changes: Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a91268b32..e3441ac0d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1975,12 +1975,12 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); v_old_ref_for_accum_remainder = v_old_norm_curved; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string From b05f6f6f502752586bb82afb01b942475953677e Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 9 Sep 2019 18:09:41 +0900 Subject: [PATCH 419/687] Nav, Scrolling: Added support for Home/End key. (#787) --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 7 +++-- imgui.cpp | 73 ++++++++++++++++++++++++++++++++++------------ imgui_internal.h | 5 ++-- 4 files changed, 63 insertions(+), 23 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cf03be732..5bc49ac7e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Other Changes: +- Nav, Scrolling: Added support for Home/End key. (#787) - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). diff --git a/docs/TODO.txt b/docs/TODO.txt index f289ebab7..70c64c40f 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -300,12 +300,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? + - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?) + - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? + - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: patterns to make it possible for arrows key to update selection - - nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) + - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f - nav: ESC within a menu of a child window seems to exit the child window. - nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. @@ -323,7 +325,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - - nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ? - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787) diff --git a/imgui.cpp b/imgui.cpp index 89541b2f7..1dc4862a7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1078,7 +1078,7 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& // Navigation static void NavUpdate(); static void NavUpdateWindowing(); -static void NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); static float NavUpdatePageUpPageDown(int allowed_dir_flags); static inline void NavUpdateAnyRequestFlag(); @@ -4184,8 +4184,8 @@ void ImGui::EndFrame() End(); // Show CTRL+TAB list window - if (g.NavWindowingTarget) - NavUpdateWindowingList(); + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) @@ -8074,7 +8074,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); + NavMoveRequestCancel(); g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -8410,10 +8410,10 @@ static void ImGui::NavUpdate() g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1<RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } // Offset our result position so mouse position can be applied immediately after in NavUpdate() result->RectRel.TranslateX(-delta_scroll.x); @@ -8565,6 +8576,7 @@ static void ImGui::NavUpdateMoveResult() g.NavMoveFromClampedRefRect = false; } +// Handle PageUp/PageDown/Home/End keys static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { ImGuiContext& g = *GImGui; @@ -8574,9 +8586,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) return 0.0f; ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { @@ -8585,26 +8599,49 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); } else { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) { nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } return nav_scoring_rect_offset_y; } } @@ -8800,7 +8837,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); diff --git a/imgui_internal.h b/imgui_internal.h index f13aeedc7..9c87d2a14 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -497,7 +497,8 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -960,7 +961,7 @@ struct ImGuiContext ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) From 3dcf323c35a20914930f6068002e3d4c4815bb87 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 16 Sep 2019 19:03:20 +0200 Subject: [PATCH 420/687] Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones. Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently) --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 2 +- imgui_widgets.cpp | 5 ++++- 3 files changed, 7 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5bc49ac7e..6e487ae5c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,8 @@ Other Changes: (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). - TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. +- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position + differently than visible ones. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. - DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index d5bc96c56..fd1d85a3d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1451,7 +1451,7 @@ static void ShowDemoWindowWidgets() ImGui::PushID("set2"); static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; const int rows = 3; - const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { if (nx > 0) ImGui::SameLine(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e3441ac0d..35ce1436e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1261,7 +1261,10 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) if (!ItemAdd(bb, 0)) { if (columns) + { PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } return; } @@ -5624,7 +5627,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } From 561e7dd49098f2d6c16a21dad7701f73f78545a3 Mon Sep 17 00:00:00 2001 From: Qix Date: Tue, 17 Sep 2019 09:21:09 +0200 Subject: [PATCH 421/687] Fix signed types warning in pasteboard handler (#2786) --- imgui.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 1dc4862a7..c5039d637 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9689,7 +9689,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) ItemCount item_count = 0; PasteboardGetItemCount(main_clipboard, &item_count); - for (int i = 0; i < item_count; i++) + for (ItemCount i = 0; i < item_count; i++) { PasteboardItemID item_id = 0; PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); From e7e88ed413502f1b603e35d389186d3d73a8147a Mon Sep 17 00:00:00 2001 From: NeroBurner Date: Tue, 17 Sep 2019 10:04:40 +0200 Subject: [PATCH 422/687] Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (#2774) - append CXXFLAGS instead of overwriting them - add glad.c build rule --- examples/example_glfw_opengl3/Makefile | 9 +++++---- examples/example_sdl_opengl3/Makefile | 14 ++++++++------ 2 files changed, 13 insertions(+), 10 deletions(-) diff --git a/examples/example_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile index e8cf46146..7e17476c7 100644 --- a/examples/example_glfw_opengl3/Makefile +++ b/examples/example_glfw_opengl3/Makefile @@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w ## Using OpenGL loader: glew ## (This assumes a system-wide installation) -# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW +# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW ## Using OpenGL loader: glad -## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o) # SOURCES += ../libs/glad/src/glad.c -# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD +# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD ##--------------------------------------------------------------------- ## BUILD FLAGS PER PLATFORM @@ -87,7 +86,9 @@ endif $(CXX) $(CXXFLAGS) -c -o $@ $< %.o:../libs/gl3w/GL/%.c -# %.o:../libs/glad/src/%.c + $(CC) $(CFLAGS) -c -o $@ $< + +%.o:../libs/glad/src/%.c $(CC) $(CFLAGS) -c -o $@ $< all: $(EXE) diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile index 76601a1b8..9e84df92b 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl_opengl3/Makefile @@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w ## Using OpenGL loader: glew ## (This assumes a system-wide installation) -# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW +# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW ## Using OpenGL loader: glad -## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o) # SOURCES += ../libs/glad/src/glad.c -# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD +# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD ##--------------------------------------------------------------------- ## BUILD FLAGS PER PLATFORM @@ -50,7 +49,7 @@ ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" LIBS += -lGL -ldl `sdl2-config --libs` - CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags` + CXXFLAGS += `sdl2-config --cflags` CFLAGS = $(CXXFLAGS) endif @@ -59,7 +58,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags` + CXXFLAGS += `sdl2-config --cflags` CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif @@ -68,7 +67,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) ECHO_MESSAGE = "MinGW" LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` - CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2` + CXXFLAGS += `pkg-config --cflags sdl2` CFLAGS = $(CXXFLAGS) endif @@ -88,6 +87,9 @@ endif %.o:../libs/gl3w/GL/%.c $(CC) $(CFLAGS) -c -o $@ $< +%.o:../libs/glad/src/%.c + $(CC) $(CFLAGS) -c -o $@ $< + all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) From 404dc0367e03a220279bb34e3fe3cb758cd1d4a4 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 10:41:11 +0200 Subject: [PATCH 423/687] BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 35ce1436e..ba3bac87b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6932,7 +6932,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); if (want_clip_rect) PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); From 45405f0dc9f2a3a08883748319aeba9a5afed6e3 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Thu, 5 Sep 2019 12:59:43 +0300 Subject: [PATCH 424/687] Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (#2775) This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering. ## EllipsisCodePoint `ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored. ## Narrow ellipsis Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`. ## Fallback (manually rendered dots) There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced. --- imgui.cpp | 96 ++++++++++++++++++++++++++++++++++++++++++++---- imgui.h | 2 + imgui_draw.cpp | 39 +++++++++++++------- imgui_internal.h | 1 - 4 files changed, 117 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c5039d637..7921b1d13 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2489,7 +2489,7 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; if (text_end_full == NULL) @@ -2503,15 +2503,42 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, // min max ellipsis_max // <-> this is generally some padding value - // FIXME-STYLE: RenderPixelEllipsis() style should use actual font data. const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; const char* text_end_ellipsis = NULL; + const ImFontGlyph* glyph; + int ellipsis_char_num = 1; + ImWchar ellipsis_codepoint = font->EllipsisCodePoint; + if (ellipsis_codepoint != (ImWchar)-1) + glyph = font->FindGlyph(ellipsis_codepoint); + else + { + ellipsis_codepoint = (ImWchar)'.'; + glyph = font->FindGlyph(ellipsis_codepoint); + ellipsis_char_num = 3; + } + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_width = ellipsis_glyph_width; // Full width of entire ellipsis + float push_left = 1.f; + + if (ellipsis_char_num > 1) + { + const float spacing_between_dots = 1.f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + // Full ellipsis size without free spacing after it. + ellipsis_width = ellipsis_glyph_width * (float)ellipsis_char_num - spacing_between_dots; + if (glyph->X0 > 1.f) + { + // Pushing ellipsis to the left will be accomplished by rendering the dot (X0). + push_left = 0.f; + } + } + float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { // Always display at least 1 character if there's no room for character + ellipsis @@ -2524,11 +2551,66 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, text_end_ellipsis--; text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } + + if (text_end_ellipsis != text_end_full) + { + // +---- First invisible character we arrived at. + // / +-- Character that we hope to be first invisible. + // [l][i] + // |||| + // \ \__ extra_spacing when two characters got hidden + // \___ extra_spacing when one character got hidden + unsigned c = 0; + float extra_spacing = 0; + const char* text_end_ellipsis_prev = text_end_ellipsis; + text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); + if (c && !ImCharIsBlankW(c)) + { + const ImFontGlyph* hidden_glyph = font->FindGlyph(c); + // Free space after first invisible glyph + extra_spacing = hidden_glyph->AdvanceX - hidden_glyph->X1; + c = 0; + text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); + if (c && !ImCharIsBlankW(c)) + { + hidden_glyph = font->FindGlyph(text_end_ellipsis[1]); + // Space before next invisible glyph. This intentionally ignores space from the first invisible + // glyph as that space will serve as spacing between ellipsis and last visible character. Without + // doing this we may get into awkward situations where ellipsis pretty much sticks to the last + // visible character. This issue manifests with the default font for word "Brocolli" there both i + // and l are very thin. Unfortunately this makes fonts with wider gaps (like monospace) look a bit + // worse, but it is a fair middle ground. + extra_spacing = hidden_glyph->X0; + } + } + + if (extra_spacing > 0) + { + // Repeat calculation hoping that we will get extra character visible + text_width += extra_spacing; + // Text length calculation is essentially an optimized version of this: + // text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + // It avoids calculating entire width of the string. + text_size_clipped_x += font->CalcTextSizeA(font_size, text_width - text_size_clipped_x, 0.0f, text_end_ellipsis_prev, text_end_full, &text_end_ellipsis).x; + } + else + text_end_ellipsis = text_end_ellipsis_prev; + } + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; - if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); + // This variable pushes ellipsis to the left from last visible character. This is mostly useful when rendering + // ellipsis character contained in the font. If we render ellipsis manually space is already adequate and extra + // spacing is not needed. + float ellipsis_x = pos_min.x + text_size_clipped_x + push_left; + if (ellipsis_x + ellipsis_width - push_left <= ellipsis_max_x) + { + for (int i = 0; i < ellipsis_char_num; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_codepoint); + ellipsis_x += ellipsis_glyph_width; + } + } } else { diff --git a/imgui.h b/imgui.h index 42ee53406..d4a81c3bb 100644 --- a/imgui.h +++ b/imgui.h @@ -2011,6 +2011,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisCodePoint; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -2192,6 +2193,7 @@ struct ImFont float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) bool DirtyLookupTables; // 1 // out // + ImWchar EllipsisCodePoint; // -1 // out // // Override a codepoint used for ellipsis rendering. // Methods IMGUI_API ImFont(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 3eb1067ef..b4801c26a 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1428,6 +1428,7 @@ ImFontConfig::ImFontConfig() RasterizerMultiply = 1.0f; memset(Name, 0, sizeof(Name)); DstFont = NULL; + EllipsisCodePoint = (ImWchar)-1; } //----------------------------------------------------------------------------- @@ -1618,6 +1619,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisCodePoint == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisCodePoint = font_cfg->EllipsisCodePoint; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; @@ -1652,6 +1656,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisCodePoint = (ImWchar)0x0085; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -2196,6 +2201,26 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisCodePoint == (ImWchar)-1) + { + const ImWchar ellipsis_variants[] = {(ImWchar)0x2026, (ImWchar)0x0085, (ImWchar)0}; + for (int j = 0; ellipsis_variants[j] != (ImWchar) 0; j++) + { + ImWchar ellipsis_codepoint = ellipsis_variants[j]; + if (font->FindGlyph(ellipsis_codepoint) != font->FallbackGlyph) // Verify glyph exists + { + font->EllipsisCodePoint = ellipsis_codepoint; + break; + } + } + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2474,6 +2499,7 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; + EllipsisCodePoint = (ImWchar)-1; } ImFont::~ImFont() @@ -3012,7 +3038,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderMouseCursor() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() -// - RenderPixelEllipsis() //----------------------------------------------------------------------------- void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) @@ -3122,18 +3147,6 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, -// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match -// the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count) -{ - ImFont* font = draw_list->_Data->Font; - const float font_scale = draw_list->_Data->FontSize / font->FontSize; - pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); - for (int dot_n = 0; dot_n < count; dot_n++) - draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); -} - //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 9c87d2a14..ea8a40990 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1635,7 +1635,6 @@ namespace ImGui IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. From 57623c15ddae10a6b0ba6b206d2502e7951dd705 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 10:00:28 +0200 Subject: [PATCH 425/687] Font: Narrow ellipsis: various minor stylistic tweaks (#2775) --- docs/CHANGELOG.txt | 4 +++ docs/TODO.txt | 1 + imgui.cpp | 61 ++++++++++++++++++++-------------------------- imgui.h | 6 ++--- imgui_demo.cpp | 3 ++- imgui_draw.cpp | 29 ++++++++++------------ 6 files changed, 49 insertions(+), 55 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6e487ae5c..36ba83ba8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,10 @@ Other Changes: - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. - DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] +- Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly + unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. + Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow + as possible. (#2775) [@rokups] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when diff --git a/docs/TODO.txt b/docs/TODO.txt index 70c64c40f..df413b7e3 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -275,6 +275,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) - font: free the Alpha buffer if user only requested RGBA. !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data diff --git a/imgui.cpp b/imgui.cpp index 7921b1d13..4a606daa3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2506,38 +2506,32 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; const char* text_end_ellipsis = NULL; - const ImFontGlyph* glyph; - int ellipsis_char_num = 1; - ImWchar ellipsis_codepoint = font->EllipsisCodePoint; - if (ellipsis_codepoint != (ImWchar)-1) - glyph = font->FindGlyph(ellipsis_codepoint); - else + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) { - ellipsis_codepoint = (ImWchar)'.'; - glyph = font->FindGlyph(ellipsis_codepoint); - ellipsis_char_num = 3; + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); - float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side - float ellipsis_width = ellipsis_glyph_width; // Full width of entire ellipsis - float push_left = 1.f; + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + float push_left = 1.0f; - if (ellipsis_char_num > 1) + if (ellipsis_char_count > 1) { - const float spacing_between_dots = 1.f * (draw_list->_Data->FontSize / font->FontSize); - ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; // Full ellipsis size without free spacing after it. - ellipsis_width = ellipsis_glyph_width * (float)ellipsis_char_num - spacing_between_dots; - if (glyph->X0 > 1.f) - { - // Pushing ellipsis to the left will be accomplished by rendering the dot (X0). - push_left = 0.f; - } + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + if (glyph->X0 > 1.0f) + push_left = 0.0f; // Pushing ellipsis to the left will be accomplished by rendering the dot (X0). } - float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); - float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + float text_avail_width = ImMax((pos_max.x - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { @@ -2547,7 +2541,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con } while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) { - // Trim trailing space before ellipsis + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) text_end_ellipsis--; text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } @@ -2560,16 +2554,15 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // |||| // \ \__ extra_spacing when two characters got hidden // \___ extra_spacing when one character got hidden - unsigned c = 0; - float extra_spacing = 0; + unsigned int c = 0; + float extra_spacing = 0.0f; const char* text_end_ellipsis_prev = text_end_ellipsis; text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); if (c && !ImCharIsBlankW(c)) { - const ImFontGlyph* hidden_glyph = font->FindGlyph(c); // Free space after first invisible glyph + const ImFontGlyph* hidden_glyph = font->FindGlyph((ImWchar)c); extra_spacing = hidden_glyph->AdvanceX - hidden_glyph->X1; - c = 0; text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); if (c && !ImCharIsBlankW(c)) { @@ -2587,11 +2580,11 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con if (extra_spacing > 0) { // Repeat calculation hoping that we will get extra character visible - text_width += extra_spacing; + text_avail_width += extra_spacing; // Text length calculation is essentially an optimized version of this: // text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; // It avoids calculating entire width of the string. - text_size_clipped_x += font->CalcTextSizeA(font_size, text_width - text_size_clipped_x, 0.0f, text_end_ellipsis_prev, text_end_full, &text_end_ellipsis).x; + text_size_clipped_x += font->CalcTextSizeA(font_size, text_avail_width - text_size_clipped_x, 0.0f, text_end_ellipsis_prev, text_end_full, &text_end_ellipsis).x; } else text_end_ellipsis = text_end_ellipsis_prev; @@ -2603,14 +2596,12 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // ellipsis character contained in the font. If we render ellipsis manually space is already adequate and extra // spacing is not needed. float ellipsis_x = pos_min.x + text_size_clipped_x + push_left; - if (ellipsis_x + ellipsis_width - push_left <= ellipsis_max_x) - { - for (int i = 0; i < ellipsis_char_num; i++) + if (ellipsis_x + ellipsis_total_width - push_left <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) { - font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_codepoint); + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); ellipsis_x += ellipsis_glyph_width; } - } } else { diff --git a/imgui.h b/imgui.h index d4a81c3bb..9e875f897 100644 --- a/imgui.h +++ b/imgui.h @@ -2011,7 +2011,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. - ImWchar EllipsisCodePoint; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -2188,12 +2188,12 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) bool DirtyLookupTables; // 1 // out // - ImWchar EllipsisCodePoint; // -1 // out // // Override a codepoint used for ellipsis rendering. // Methods IMGUI_API ImFont(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index fd1d85a3d..e8e874698 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3283,7 +3283,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar); const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index b4801c26a..dd21523e4 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1426,9 +1426,9 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; - EllipsisCodePoint = (ImWchar)-1; } //----------------------------------------------------------------------------- @@ -1619,8 +1619,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } - if (new_font_cfg.DstFont->EllipsisCodePoint == (ImWchar)-1) - new_font_cfg.DstFont->EllipsisCodePoint = font_cfg->EllipsisCodePoint; + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture ClearTexData(); @@ -1656,7 +1656,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); - font_cfg.EllipsisCodePoint = (ImWchar)0x0085; + font_cfg.EllipsisChar = (ImWchar)0x0085; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -2204,22 +2204,19 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. for (int i = 0; i < atlas->Fonts.size(); i++) { ImFont* font = atlas->Fonts[i]; - if (font->EllipsisCodePoint == (ImWchar)-1) - { - const ImWchar ellipsis_variants[] = {(ImWchar)0x2026, (ImWchar)0x0085, (ImWchar)0}; - for (int j = 0; ellipsis_variants[j] != (ImWchar) 0; j++) + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists { - ImWchar ellipsis_codepoint = ellipsis_variants[j]; - if (font->FindGlyph(ellipsis_codepoint) != font->FallbackGlyph) // Verify glyph exists - { - font->EllipsisCodePoint = ellipsis_codepoint; - break; - } + font->EllipsisChar = ellipsis_variants[j]; + break; } - } } } @@ -2490,6 +2487,7 @@ ImFont::ImFont() FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; + EllipsisChar = (ImWchar)-1; DisplayOffset = ImVec2(0.0f, 0.0f); FallbackGlyph = NULL; ContainerAtlas = NULL; @@ -2499,7 +2497,6 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; - EllipsisCodePoint = (ImWchar)-1; } ImFont::~ImFont() From 1c951dca977e24018110aff7374d7cb3a062e5da Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 11:11:14 +0200 Subject: [PATCH 426/687] Font: Narrow ellipsis: once we know an ellipsis is going to be drawn, we can claim the space between pos_max.x and ellipsis_max.x which gives us enough extra space to not requires the further (and otherwise valid) optimizations. Gets us vastly simplified code, yay. (#2775) --- imgui.cpp | 64 ++++++++----------------------------------------------- 1 file changed, 9 insertions(+), 55 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4a606daa3..80e8a280d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2496,6 +2496,10 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con text_end_full = FindRenderedTextEnd(text); const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if (text_size.x > pos_max.x - pos_min.x) { // Hello wo... @@ -2518,7 +2522,6 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis - float push_left = 1.0f; if (ellipsis_char_count > 1) { @@ -2526,13 +2529,11 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; - if (glyph->X0 > 1.0f) - push_left = 0.0f; // Pushing ellipsis to the left will be accomplished by rendering the dot (X0). } - float text_avail_width = ImMax((pos_max.x - ellipsis_total_width) - pos_min.x, 1.0f); + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { // Always display at least 1 character if there's no room for character + ellipsis @@ -2546,57 +2547,10 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } - if (text_end_ellipsis != text_end_full) - { - // +---- First invisible character we arrived at. - // / +-- Character that we hope to be first invisible. - // [l][i] - // |||| - // \ \__ extra_spacing when two characters got hidden - // \___ extra_spacing when one character got hidden - unsigned int c = 0; - float extra_spacing = 0.0f; - const char* text_end_ellipsis_prev = text_end_ellipsis; - text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); - if (c && !ImCharIsBlankW(c)) - { - // Free space after first invisible glyph - const ImFontGlyph* hidden_glyph = font->FindGlyph((ImWchar)c); - extra_spacing = hidden_glyph->AdvanceX - hidden_glyph->X1; - text_end_ellipsis += ImTextCharFromUtf8(&c, text_end_ellipsis, text_end_full); - if (c && !ImCharIsBlankW(c)) - { - hidden_glyph = font->FindGlyph(text_end_ellipsis[1]); - // Space before next invisible glyph. This intentionally ignores space from the first invisible - // glyph as that space will serve as spacing between ellipsis and last visible character. Without - // doing this we may get into awkward situations where ellipsis pretty much sticks to the last - // visible character. This issue manifests with the default font for word "Brocolli" there both i - // and l are very thin. Unfortunately this makes fonts with wider gaps (like monospace) look a bit - // worse, but it is a fair middle ground. - extra_spacing = hidden_glyph->X0; - } - } - - if (extra_spacing > 0) - { - // Repeat calculation hoping that we will get extra character visible - text_avail_width += extra_spacing; - // Text length calculation is essentially an optimized version of this: - // text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - // It avoids calculating entire width of the string. - text_size_clipped_x += font->CalcTextSizeA(font_size, text_avail_width - text_size_clipped_x, 0.0f, text_end_ellipsis_prev, text_end_full, &text_end_ellipsis).x; - } - else - text_end_ellipsis = text_end_ellipsis_prev; - } - + // Render text, render ellipsis RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - - // This variable pushes ellipsis to the left from last visible character. This is mostly useful when rendering - // ellipsis character contained in the font. If we render ellipsis manually space is already adequate and extra - // spacing is not needed. - float ellipsis_x = pos_min.x + text_size_clipped_x + push_left; - if (ellipsis_x + ellipsis_total_width - push_left <= ellipsis_max_x) + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) for (int i = 0; i < ellipsis_char_count; i++) { font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); From 7d5a17e5e4a36f2cabccfb97e9da4db0983eec56 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 11:33:18 +0200 Subject: [PATCH 427/687] Remove trailing spaces (grep for ' \r?$' in visual studio) --- imconfig.h | 6 +++--- imgui.cpp | 42 +++++++++++++++++++++--------------------- imgui.h | 14 +++++++------- imgui_demo.cpp | 8 ++++---- imgui_draw.cpp | 4 ++-- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 36 ++++++++++++++++++------------------ 7 files changed, 57 insertions(+), 57 deletions(-) diff --git a/imconfig.h b/imconfig.h index 22a21db0f..45e75ecfc 100644 --- a/imconfig.h +++ b/imconfig.h @@ -17,7 +17,7 @@ //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts -//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -64,9 +64,9 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. // Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). -// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int diff --git a/imgui.cpp b/imgui.cpp index c5039d637..b1d8522ca 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -575,17 +575,17 @@ CODE Q: Where is the documentation? A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - - Your programming IDE is your friend, find the type or function declaration to find comments + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. You may also peak at the 'docking' branch which includes: - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) @@ -597,11 +597,11 @@ CODE for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". @@ -2488,7 +2488,7 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. -// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; @@ -2996,8 +2996,8 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { // Navigation processing runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). @@ -4044,7 +4044,7 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d return; } - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); @@ -4053,7 +4053,7 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: - // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. @@ -4062,9 +4062,9 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. + // Your own engine or render API may use different parameters or function calls to specify index sizes. // 2 and 4 bytes indices are generally supported by most graphics API. - // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); @@ -4381,7 +4381,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key) // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { - if (user_key_index < 0) + if (user_key_index < 0) return false; ImGuiContext& g = *GImGui; IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); @@ -5741,7 +5741,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle - // Not affected by window border size. Used by: + // Not affected by window border size. Used by: // - InnerClipRect // - ScrollToBringRectIntoView() // - NavUpdatePageUpPageDown() @@ -5819,7 +5819,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) render_decorations_in_parent = true; if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; - + // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); diff --git a/imgui.h b/imgui.h index 42ee53406..6118d5378 100644 --- a/imgui.h +++ b/imgui.h @@ -328,7 +328,7 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. @@ -1764,7 +1764,7 @@ struct ImColor // Draw callbacks for advanced uses. // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -// you can poke into the draw list for that! Draw callback may be useful for example to: +// you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' @@ -1795,7 +1795,7 @@ struct ImDrawCmd ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; -// Vertex index +// Vertex index // (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) // (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx @@ -1826,7 +1826,7 @@ struct ImDrawChannel }; // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -// This is used by the Columns api, so items of each column can be batched together in a same draw call. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { int _Current; // Current channel number (0) @@ -1867,7 +1867,7 @@ enum ImDrawListFlags_ // Draw command list // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) @@ -2126,9 +2126,9 @@ struct ImFontAtlas // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. // Read misc/fonts/README.txt for more details about using colorful icons. IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList diff --git a/imgui_demo.cpp b/imgui_demo.cpp index fd1d85a3d..3a652a168 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -17,7 +17,7 @@ // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // in the same place, to make the demo source code faster to read, faster to write, and smaller in size. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be // reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data // you would be editing is likely going to be stored outside your functions. @@ -589,7 +589,7 @@ static void ShowDemoWindowWidgets() { for (int i = 0; i < 5; i++) { - // Use SetNextItemOpen() so set the default state of a node to be open. + // Use SetNextItemOpen() so set the default state of a node to be open. // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! if (i == 0) ImGui::SetNextItemOpen(true, ImGuiCond_Once); @@ -1109,7 +1109,7 @@ static void ShowDemoWindowWidgets() if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); @@ -2259,7 +2259,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(); ImGui::SetNextItemWidth(100); ImGui::DragFloat("##csx", &contents_size_x); - ImVec2 p = ImGui::GetCursorScreenPos(); + ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); ImGui::Dummy(ImVec2(0, 10)); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 3eb1067ef..f38322011 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1202,7 +1202,7 @@ void ImDrawListSplitter::ClearFreeMemory() { for (int i = 0; i < _Channels.Size; i++) { - if (i == _Current) + if (i == _Current) memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again _Channels[i]._CmdBuffer.clear(); _Channels[i]._IdxBuffer.clear(); @@ -1307,7 +1307,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) { IM_ASSERT(idx >= 0 && idx < _Count); - if (_Current == idx) + if (_Current == idx) return; // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); diff --git a/imgui_internal.h b/imgui_internal.h index 9c87d2a14..ca51e51b7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -809,7 +809,7 @@ struct ImGuiNextWindowData void* SizeCallbackUserData; float BgAlphaVal; ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. - + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; @@ -1710,7 +1710,7 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned ch // Debug Tools // Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. -#ifndef IM_DEBUG_BREAK +#ifndef IM_DEBUG_BREAK #if defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined (_MSC_VER) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ba3bac87b..f924bbd1e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -399,37 +399,37 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse is outside bb) - - - - - - -// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - // Frame N+2 (mouse button is down) - true true true - true -// Frame N+3 (mouse button is down) - true true - - - +// Frame N+3 (mouse button is down) - true true - - - // Frame N+4 (mouse moves outside bb) - - true - - - // Frame N+5 (mouse moves inside bb) - true true - - - -// Frame N+6 (mouse button is released) true true - - true - -// Frame N+7 (mouse button is released) - true - - - - -// Frame N+8 (mouse moves outside bb) - - - - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) true true true true - true -// Frame N+3 (mouse button is down) - true true - - - -// Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) - true - - - true -// Frame N+3 (mouse button is down) - true - - - - +// Frame N+3 (mouse button is down) - true - - - - // Frame N+6 (mouse button is released) true true - - - - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse button is down) - true - - - true -// Frame N+1 (mouse button is down) - true - - - - +// Frame N+1 (mouse button is down) - true - - - - // Frame N+2 (mouse button is released) - true - - - - -// Frame N+3 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - // Frame N+4 (mouse button is down) true true true true - true -// Frame N+5 (mouse button is down) - true true - - - +// Frame N+5 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // Note that some combinations are supported, // - PressedOnDragDropHold can generally be associated with any flag. @@ -439,7 +439,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- -// Frame N+0 (mouse button is down) - true - true +// Frame N+0 (mouse button is down) - true - true // ... - - - - // Frame N + RepeatDelay true true - true // ... - - - - @@ -5507,7 +5507,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) @@ -7291,7 +7291,7 @@ void ImGui::PushColumnsBackground() return; window->DrawList->ChannelsSetCurrent(0); int cmd_size = window->DrawList->CmdBuffer.Size; - PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); IM_UNUSED(cmd_size); IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd } From 3f986e72d955795ea0306c2b6c1007dc0ad53776 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 12:06:31 +0200 Subject: [PATCH 428/687] Internal: Offset STB_TEXTURE_K_ defines to remove that change from #2541 + sponsors update. --- docs/README.md | 4 ++-- imgui_widgets.cpp | 30 +++++++++++++++--------------- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/README.md b/docs/README.md index 5a706354f..a07acc79f 100644 --- a/docs/README.md +++ b/docs/README.md @@ -311,10 +311,10 @@ Ongoing dear imgui development is financially supported by users and private spo - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. **Salty caramel supporters** -- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Morten Skaaning, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford. +- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. **Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis. +- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis. And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f924bbd1e..3cd0638ba 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3222,21 +3222,21 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" From b48dc067ae794cd9159397b338a985c0b906404d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 16:16:38 +0200 Subject: [PATCH 429/687] Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) + Fix #2775 --- docs/CHANGELOG.txt | 1 + imgui.cpp | 4 ++-- imgui.h | 2 +- imgui_demo.cpp | 6 ++++-- 4 files changed, 8 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 36ba83ba8..0c3a28d68 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,7 @@ Other Changes: - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. - DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] +- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) - Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow diff --git a/imgui.cpp b/imgui.cpp index c4b3425d8..d717fb17d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3692,7 +3692,7 @@ static void NewFrameSanityChecks() IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); - IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); @@ -5314,7 +5314,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl ImGuiWindowFlags flags = window->Flags; const bool has_close_button = (p_open != NULL); - const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; diff --git a/imgui.h b/imgui.h index 965e81a0e..a3faa620f 100644 --- a/imgui.h +++ b/imgui.h @@ -1289,7 +1289,7 @@ struct ImGuiStyle float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. - ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e7ffdddd4..13877cd55 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3195,7 +3195,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); - ImGui::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); @@ -3284,7 +3286,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); - ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) From 098591fe4c95dd4939d0c6e30d18f6b1ff49e49d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Sep 2019 20:27:15 +0200 Subject: [PATCH 430/687] ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (#2506) --- docs/CHANGELOG.txt | 1 + imgui_draw.cpp | 1 + 2 files changed, 2 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0c3a28d68..dcb8fab1a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -56,6 +56,7 @@ Other Changes: Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] - ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (#2506) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e1a023d7b..eb173b442 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1301,6 +1301,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) } draw_list->_IdxWritePtr = idx_write; draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + draw_list->UpdateTextureID(); _Count = 1; } From 74e01e62ceadcbc859644657cb98de9271fc266a Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 18 Sep 2019 13:21:12 +0200 Subject: [PATCH 431/687] Fixed unused static function warning for some compilers. (#2793) --- imgui.cpp | 19 +++++++------------ imgui_internal.h | 1 + 2 files changed, 8 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d717fb17d..8c9dc9a2a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1082,6 +1082,7 @@ static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); static float NavUpdatePageUpPageDown(int allowed_dir_flags); static inline void NavUpdateAnyRequestFlag(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); @@ -3344,12 +3345,6 @@ ImDrawList* ImGui::GetBackgroundDrawList() return &GImGui->BackgroundDrawList; } -static ImDrawList* GetForegroundDrawList(ImGuiWindow*) -{ - // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - return &GImGui->ForegroundDrawList; -} - ImDrawList* ImGui::GetForegroundDrawList() { return &GImGui->ForegroundDrawList; @@ -7882,7 +7877,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -7945,22 +7940,22 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) #if IMGUI_DEBUG_NAV_SCORING char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } diff --git a/imgui_internal.h b/imgui_internal.h index 3d82869cb..47da60abc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1495,6 +1495,7 @@ namespace ImGui IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow*) { ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. // Init IMGUI_API void Initialize(ImGuiContext* context); From 9d02ed51e3d10e6aff09d10871e7b55b3475dd95 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 18 Sep 2019 17:13:41 +0200 Subject: [PATCH 432/687] TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth and ImGuiTreeNodeFlags_SpanFullWidth flags (#2451, #2438, #1897) Added demo bits. --- docs/CHANGELOG.txt | 7 +++++++ imgui.h | 5 +++-- imgui_demo.cpp | 14 +++++++++----- imgui_widgets.cpp | 36 +++++++++++++++++++++--------------- 4 files changed, 40 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dcb8fab1a..80df2c16f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,13 @@ Other Changes: - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] - DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. - DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] +- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] + This extends the hit-box to the right-most edge, even if the node is not framed. + (Note: this is not the default in order to allow adding other items on the same line. In the future we will + aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, + and then we will be able to make this the default.) +- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and + right-most edge of the working area, bypassing indentation. - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) - Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. diff --git a/imgui.h b/imgui.h index a3faa620f..048ac71ad 100644 --- a/imgui.h +++ b/imgui.h @@ -791,9 +791,10 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog // Obsolete names (will be removed) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 13877cd55..1f5c66d64 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -608,7 +608,12 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Text("Hello!"); if (align_label_with_current_x_position) @@ -616,12 +621,12 @@ static void ShowDemoWindowWidgets() static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. for (int i = 0; i < 6; i++) { // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; - if (selection_mask & (1 << i)) + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)); + if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { @@ -631,7 +636,7 @@ static void ShowDemoWindowWidgets() node_clicked = i; if (node_open) { - ImGui::Text("Blah blah\nBlah Blah"); + ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } } @@ -654,7 +659,6 @@ static void ShowDemoWindowWidgets() else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection selection_mask = (1 << node_clicked); // Click to single-select } - ImGui::PopStyleVar(); if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::TreePop(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3cd0638ba..3adfc892f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5177,29 +5177,36 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + const ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), text_offset_y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); @@ -5273,7 +5280,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { @@ -5281,7 +5287,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) @@ -5309,9 +5315,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l } if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize*0.50f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize*0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); From 656c515bad460e3e1fd7c190697c6796a7567f29 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 18 Sep 2019 17:21:04 +0200 Subject: [PATCH 433/687] Warning fix. --- imgui_demo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1f5c66d64..0c911dfbd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -625,7 +625,7 @@ static void ShowDemoWindowWidgets() { // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)); + const bool is_selected = (selection_mask & (1 << i)) != 0; if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) From accb0261b8fd4c1bd32f58b3ecc7a0b732d6006e Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Sat, 31 Aug 2019 18:44:20 +0300 Subject: [PATCH 434/687] ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770) Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue. --- imgui_internal.h | 2 ++ imgui_widgets.cpp | 18 ++++++++++++++++++ 2 files changed, 20 insertions(+) diff --git a/imgui_internal.h b/imgui_internal.h index 47da60abc..8fc03a03c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1012,6 +1012,8 @@ struct ImGuiContext ImFont InputTextPasswordFont; ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; + float ColorEditLastActiveColor[3]; ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3adfc892f..7466acff6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4200,7 +4200,12 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + if (f[1] == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0) + f[0] = g.ColorEditLastHue; + } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; @@ -4327,7 +4332,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastActiveColor, f, sizeof(float) * 3); + } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4504,7 +4513,12 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float H = col[0], S = col[1], V = col[2]; float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) + { ColorConvertRGBtoHSV(R, G, B, H, S, V); + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + if (S == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0) + H = g.ColorEditLastHue; + } else if (flags & ImGuiColorEditFlags_InputHSV) ColorConvertHSVtoRGB(H, S, V, R, G, B); @@ -4628,6 +4642,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (flags & ImGuiColorEditFlags_InputRGB) { ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + memcpy(g.ColorEditLastActiveColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4680,7 +4696,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl R = col[0]; G = col[1]; B = col[2]; + float preserve_hue = H; ColorConvertRGBtoHSV(R, G, B, H, S, V); + H = preserve_hue; // Avoids picker losing hue value for 1 frame glitch. } else if (flags & ImGuiColorEditFlags_InputHSV) { From 38d22bc47de97384c2f61619c4da7e53ca71f29b Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 20 Sep 2019 15:31:39 +0200 Subject: [PATCH 435/687] ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770) - changelog, fixed uninitialized variables, tweaks, renaming. --- docs/CHANGELOG.txt | 4 +++- imgui_internal.h | 4 +++- imgui_widgets.cpp | 18 ++++++++++-------- 3 files changed, 16 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 80df2c16f..b5d0c2546 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,10 +35,12 @@ HOW TO UPDATE? Other Changes: - Nav, Scrolling: Added support for Home/End key. (#787) +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. +- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue + when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups] - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). -- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: fixed single-tab not shrinking their width down. - TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) diff --git a/imgui_internal.h b/imgui_internal.h index 8fc03a03c..6dd68b56f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1013,7 +1013,7 @@ struct ImGuiContext ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; - float ColorEditLastActiveColor[3]; + float ColorEditLastColor[3]; ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings @@ -1158,6 +1158,8 @@ struct ImGuiContext LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7466acff6..042af8666 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4201,9 +4201,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) { - ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. - if (f[1] == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) f[0] = g.ColorEditLastHue; } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4335,7 +4335,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { g.ColorEditLastHue = f[0]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - memcpy(g.ColorEditLastActiveColor, f, sizeof(float) * 3); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4514,13 +4514,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertRGBtoHSV(R, G, B, H, S, V); // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. - if (S == 0 && memcmp(g.ColorEditLastActiveColor, col, sizeof(float) * 3) == 0) + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) H = g.ColorEditLastHue; } else if (flags & ImGuiColorEditFlags_InputHSV) + { ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4643,7 +4645,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); g.ColorEditLastHue = H; - memcpy(g.ColorEditLastActiveColor, col, sizeof(float) * 3); + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4696,9 +4698,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl R = col[0]; G = col[1]; B = col[2]; - float preserve_hue = H; ColorConvertRGBtoHSV(R, G, B, H, S, V); - H = preserve_hue; // Avoids picker losing hue value for 1 frame glitch. + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + H = g.ColorEditLastHue; } else if (flags & ImGuiColorEditFlags_InputHSV) { From f7468d05fe46d72df175afa00478b0148347c7ff Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 20 Sep 2019 15:46:18 +0200 Subject: [PATCH 436/687] Fixed mouse event forwarding in macos example (#2710, #1961) --- docs/CHANGELOG.txt | 2 ++ examples/example_apple_opengl2/main.mm | 9 +++------ 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b5d0c2546..389f0a645 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,8 @@ Other Changes: - Backends: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) + [@intonarumori, @ElectricMagic] - Misc: Updated stb_rect_pack from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index d11b908d2..72f934a3b 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -133,12 +133,6 @@ return (YES); } -// Flip coordinate system upside down on Y --(BOOL)isFlipped -{ - return (YES); -} - -(void)dealloc { animationTimer = nil; @@ -150,6 +144,8 @@ -(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } @end @@ -179,6 +175,7 @@ _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + [_window setAcceptsMouseMovedEvents:YES]; [_window setOpaque:YES]; [_window makeKeyAndOrderFront:NSApp]; From a45e3b5bb3e4c228584bb66776d69003303ad9fa Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 20 Sep 2019 19:04:19 +0200 Subject: [PATCH 437/687] Readme, Wiki: Image loading examples. --- docs/README.md | 4 ++-- docs/TODO.txt | 4 ++++ imgui.cpp | 22 +++------------------- 3 files changed, 9 insertions(+), 21 deletions(-) diff --git a/docs/README.md b/docs/README.md index a07acc79f..6ca295ea7 100644 --- a/docs/README.md +++ b/docs/README.md @@ -244,13 +244,13 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". **How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?** -
**How can I display an image? What is ImTextureID, how does it works?** +
**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples))
**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
**How can I use my own math types instead of ImVec2/ImVec4?**
**How can I load a different font than the default?**
**How can I easily use icons in my application?**
**How can I load multiple fonts?** -
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example)) +
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
**How can I interact with standard C++ types (such as std::string and std::vector)?**
**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)** diff --git a/docs/TODO.txt b/docs/TODO.txt index df413b7e3..9c37f6902 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -93,6 +93,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a way for the user to provide syntax coloring. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. + - input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) @@ -111,6 +112,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - 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: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) + - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size. + - layout: (R&D) local multi-pass layout mode. + - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. - group: BeginGroup() needs a border option. (~#1496) - group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable? diff --git a/imgui.cpp b/imgui.cpp index 8c9dc9a2a..af5ffc4bd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -622,6 +622,7 @@ CODE Q: How can I display an image? What is ImTextureID, how does it works? A: Short explanation: + - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). @@ -669,26 +670,9 @@ CODE This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - Here's a simplified OpenGL example using stb_image.h: + Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); - - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); + https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. From eab03f446758b45f331160ec4edf3af4c17059cf Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 21 Sep 2019 17:18:24 +0200 Subject: [PATCH 438/687] Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). --- docs/CHANGELOG.txt | 1 + imgui.h | 3 ++- imgui_internal.h | 5 ++--- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 389f0a645..6ccce9289 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -59,6 +59,7 @@ Other Changes: and then we will be able to make this the default.) - TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and right-most edge of the working area, bypassing indentation. +- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) - Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. diff --git a/imgui.h b/imgui.h index 048ac71ad..0657ae04e 100644 --- a/imgui.h +++ b/imgui.h @@ -810,7 +810,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() diff --git a/imgui_internal.h b/imgui_internal.h index 6dd68b56f..a27c1849f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -361,9 +361,8 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_PressedOnClick = 1 << 21, ImGuiSelectableFlags_PressedOnRelease = 1 << 22, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_AllowItemOverlap = 1 << 24, - ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26 + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 }; // Extend ImGuiTreeNodeFlags_ From f47a0a85ccd6c5d35e29c742f80759154a83dbc0 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 21 Sep 2019 17:04:10 +0200 Subject: [PATCH 439/687] ImVector: added find, find_erase, find_erase_unsorted helpers. --- docs/CHANGELOG.txt | 11 ++++++----- imgui.h | 4 ++++ 2 files changed, 10 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6ccce9289..fa5d3d16e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,11 +41,11 @@ Other Changes: - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). -- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. -- TabBar: fixed single-tab not shrinking their width down. -- TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) +- TabBar: Fixed ScrollToBar request creating bouncing loop when tab is larger than available space. +- TabBar: Fixed single-tab not shrinking their width down. +- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). -- TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. +- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. - Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones. @@ -65,9 +65,10 @@ Other Changes: unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] -- ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) - ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (#2506) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) diff --git a/imgui.h b/imgui.h index 0657ae04e..b5a1155eb 100644 --- a/imgui.h +++ b/imgui.h @@ -1273,6 +1273,10 @@ struct ImVector inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } }; From 80b3ab7d3e09185355727aa42b69652b9afc3b97 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 22 Sep 2019 22:16:05 +0200 Subject: [PATCH 440/687] TabBar: Fixed single tab shrinking reducing the tab to 0.0f size. Broken by a856c670c17fe70d61e519bf74ccb2559915a2ff. --- imgui_widgets.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 042af8666..ca84674ab 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1366,7 +1366,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc { if (count == 1) { - items[0].Width -= width_excess; + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); return; } ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); @@ -6562,6 +6562,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; tab->Width = ImMin(tab->WidthContents, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); } } From 44cd8e39da53f1a2ac7608ecf891e935eebd7ba9 Mon Sep 17 00:00:00 2001 From: osheriff Date: Sun, 22 Sep 2019 12:52:36 +0200 Subject: [PATCH 441/687] Automatically include the available gl loader header --- examples/imgui_impl_opengl3.h | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 0f7eef74d..fbf2417cf 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -32,7 +32,19 @@ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -#define IMGUI_IMPL_OPENGL_LOADER_GL3W + // to avoid problem with non-clang compilers not having this macro. + #if defined(__has_include) + // check if the header exists, then automatically define the macros .. + #if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #endif #endif IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); From 97691643b7fb198831af32207b88d7e4889c6887 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 22 Sep 2019 23:19:04 +0200 Subject: [PATCH 442/687] Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. Followup to 44cd8e3 (#2798) --- docs/CHANGELOG.txt | 1 + examples/example_glfw_opengl3/main.cpp | 7 ++-- examples/example_sdl_opengl3/main.cpp | 7 ++-- examples/imgui_impl_opengl3.cpp | 33 +++++++++++++-- examples/imgui_impl_opengl3.h | 57 ++++++++++++++------------ 5 files changed, 70 insertions(+), 35 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index fa5d3d16e..29b993f5c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -74,6 +74,7 @@ Other Changes: usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) - Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. +- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 76174a1f8..4833d1b05 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -7,9 +7,10 @@ #include "imgui_impl_opengl3.h" #include -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Initialize with gl3wInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index ae1ef5b32..19d34e9ad 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -9,9 +9,10 @@ #include #include -// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Initialize with gl3wInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 199638e85..189814f49 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -1,5 +1,5 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -79,12 +80,21 @@ // Auto-detect GL version #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif +// GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) @@ -149,6 +159,23 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM + gl_loader = "Custom"; +#endif + // Make a dummy GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index fbf2417cf..1cb790b16 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -1,5 +1,5 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) @@ -23,37 +23,42 @@ #pragma once -// Specific OpenGL versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - -// Set default OpenGL3 loader to be gl3w -#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - // to avoid problem with non-clang compilers not having this macro. - #if defined(__has_include) - // check if the header exists, then automatically define the macros .. - #if __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLEW - #elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD - #else - #define IMGUI_IMPL_OPENGL_LOADER_GL3W - #endif - #else - #define IMGUI_IMPL_OPENGL_LOADER_GL3W - #endif -#endif - +// Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); -// Called by Init/NewFrame/Shutdown +// (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Desktop OpenGL: attempt to detect default GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + #if defined(__has_include) + #if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #else + #error "Cannot detect OpenGL loader!" + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W + #endif +#endif + From 25849234f60a4197c9cbb94b1fc249a971e74543 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 23 Sep 2019 12:45:52 +0200 Subject: [PATCH 443/687] Internal: Tree: tweaks (initially tried to implement auto-scrolling, stashed) --- docs/CHANGELOG.txt | 19 +++++++++---------- docs/TODO.txt | 2 +- imgui.cpp | 2 +- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 9 ++++++--- 5 files changed, 19 insertions(+), 17 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 29b993f5c..68adbaf02 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,8 +41,8 @@ Other Changes: - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). -- TabBar: Fixed ScrollToBar request creating bouncing loop when tab is larger than available space. - TabBar: Fixed single-tab not shrinking their width down. +- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop. - TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). - TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. @@ -50,8 +50,8 @@ Other Changes: - Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones. - SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] -- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. -- DragScalar: Fixed dragging of unsigned values on ARM cpu. (#2780) [@dBagrat] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat] - TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] This extends the hit-box to the right-most edge, even if the node is not framed. (Note: this is not the default in order to allow adding other items on the same line. In the future we will @@ -66,20 +66,19 @@ Other Changes: Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] - ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) -- ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (#2506) +- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506) - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) - ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) - Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() - before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. + before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. - Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] -- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, - would generally make the debug layer complain (Added in 1.72). -- Backends: Vulkan: Added support for specifying multisample count. - Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values - to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would + generally make the DX11 debug layer complain (bug added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to + one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] - Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) [@intonarumori, @ElectricMagic] - Misc: Updated stb_rect_pack from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, diff --git a/docs/TODO.txt b/docs/TODO.txt index 9c37f6902..07f6676bb 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -63,7 +63,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211) - - widgets: add always-allow-overlap mode. This should perhaps be the default. + - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) diff --git a/imgui.cpp b/imgui.cpp index af5ffc4bd..e25ca0764 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5901,7 +5901,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeStoreMayJumpToParentOnPop = 0x00; + window->DC.TreeMayJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); diff --git a/imgui_internal.h b/imgui_internal.h index a27c1849f..0a585f349 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1208,7 +1208,7 @@ struct IMGUI_API ImGuiWindowTempData float CurrLineTextBaseOffset; float PrevLineTextBaseOffset; int TreeDepth; - ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; // Interaction rect @@ -1249,7 +1249,7 @@ struct IMGUI_API ImGuiWindowTempData CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; - TreeStoreMayJumpToParentOnPop = 0x00; + TreeMayJumpToParentOnPopMask = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ca84674ab..ded5d8810 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5228,7 +5228,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5380,13 +5380,16 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); From 52deb415e0ed9bc042f8eacfea5114ad3d562455 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 23 Sep 2019 14:53:49 +0200 Subject: [PATCH 444/687] Internal: Refactored internal RenderMouseCursor so colors can be specified. (#2614) --- imgui.cpp | 2 +- imgui_draw.cpp | 6 +----- imgui_internal.h | 2 +- 3 files changed, 3 insertions(+), 7 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index e25ca0764..1557d5959 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4274,7 +4274,7 @@ void ImGui::Render() // Draw software mouse cursor if requested if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); if (!g.ForegroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index eb173b442..2cbf209b7 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -3038,16 +3038,12 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderRectFilledRangeH() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImVec2 offset, size, uv[4]; if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) diff --git a/imgui_internal.h b/imgui_internal.h index 0a585f349..acd2d2567 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1636,7 +1636,7 @@ namespace ImGui // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); From ca858c084b5dfbb2b899a781db142408182f2efe Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 23 Sep 2019 15:31:05 +0200 Subject: [PATCH 445/687] Demo tweaks. Comments. Compacting the rarely used AutoFitXXX fields in ImGuiWindowTempData. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 4 +-- imgui_demo.cpp | 66 ++++++++++++++++++++++++++++++++-------------- imgui_internal.h | 34 ++++++++++++------------ 4 files changed, 66 insertions(+), 39 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 68adbaf02..554ea0459 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -169,6 +169,7 @@ Other Changes: - Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. - Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value. +- Demo: Renamed the "Help" menu to "Tools" (more accurate). - Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. - Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. - Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), diff --git a/imgui.cpp b/imgui.cpp index 1557d5959..f276b5f4e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2704,8 +2704,8 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) BeginOrderWithinContext = -1; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; @@ -4729,7 +4729,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0c911dfbd..09f3dae06 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -106,8 +106,6 @@ Index of this file: #define IM_NEWLINE "\n" #endif -#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) - //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- @@ -153,8 +151,11 @@ void ImGui::ShowUserGuide() { ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); - ImGui::BulletText("Click and drag on any empty space to move window."); + ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents)."); + if (io.ConfigWindowsMoveFromTitleBarOnly) + ImGui::BulletText("Click and drag on title bar to move window."); + else + ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); if (io.FontAllowUserScaling) @@ -175,6 +176,12 @@ void ImGui::ShowUserGuide() //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- // We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) static void ShowDemoWindowWidgets(); @@ -216,7 +223,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Help" menu) + // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_style_editor = false; static bool show_app_about = false; @@ -289,7 +296,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Help")) + if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); @@ -307,7 +314,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("PROGRAMMER GUIDE:"); ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("Please see the comments in imgui.cpp."); - ImGui::BulletText("Please see the examples/ in application."); + ImGui::BulletText("Please see the examples/ application."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); @@ -1495,6 +1502,8 @@ static void ShowDemoWindowWidgets() // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. ImGui::BulletText("Drag and drop in standard widgets"); + ImGui::SameLine(); + HelpMarker("You can drag from the colored squares."); ImGui::Indent(); static float col1[3] = { 1.0f,0.0f,0.2f }; static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; @@ -1527,8 +1536,8 @@ static void ShowDemoWindowWidgets() // Our buttons are both drag sources and drag targets here! if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) { - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); @@ -1567,19 +1576,18 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) { - // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. - // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). + // Submit an item (various types available) so we can query their status in the following block. static int item_type = 1; - static bool b = false; - static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; - static char str[16] = {}; ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0"); ImGui::SameLine(); HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) @@ -1589,6 +1597,11 @@ static void ShowDemoWindowWidgets() if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the value of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1631,7 +1644,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); - // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined. + // Testing IsWindowFocused() function with its various flags. + // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" @@ -1644,7 +1658,8 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. + // Testing IsWindowHovered() function with its various flags. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" @@ -2798,6 +2813,8 @@ static void ShowDemoWindowMisc() { if (ImGui::CollapsingHeader("Filtering")) { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" @@ -2815,12 +2832,14 @@ static void ShowDemoWindowMisc() { ImGuiIO& io = ImGui::GetIO(); + // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + // Display Keyboard/Mouse state if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { if (ImGui::IsMousePosValid()) @@ -2953,7 +2972,7 @@ static void ShowDemoWindowMisc() //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() -// Access from Dear ImGui Demo -> Help -> About +// Access from Dear ImGui Demo -> Tools -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) @@ -2965,7 +2984,7 @@ void ImGui::ShowAboutWindow(bool* p_open) } ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); - ImGui::Text("By Omar Cornut and all dear imgui contributors."); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); static bool show_config_info = false; @@ -3085,6 +3104,10 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. @@ -3379,6 +3402,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): @@ -4174,7 +4200,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints // Helper functions to demonstrate programmatic constraints { - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; diff --git a/imgui_internal.h b/imgui_internal.h index acd2d2567..edc0fb06f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1199,20 +1199,20 @@ struct ImGuiContext // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame ImVec2 CurrLineSize; ImVec2 PrevLineSize; - float CurrLineTextBaseOffset; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; - ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + int TreeDepth; // Current tree depth. + ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) @@ -1222,7 +1222,7 @@ struct IMGUI_API ImGuiWindowTempData bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVector ChildWindows; - ImGuiStorage* StateStorage; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) @@ -1287,9 +1287,9 @@ struct IMGUI_API ImGuiWindow ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). + float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) @@ -1298,7 +1298,7 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -1313,9 +1313,9 @@ struct IMGUI_API ImGuiWindow short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFramesCanSkipItems; // Hide the window for N frames int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size @@ -1338,7 +1338,7 @@ struct IMGUI_API ImGuiWindow ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. int LastFrameActive; // Last frame number the window was Active. - float LastTimeActive; + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; From e100523917e00c7a7ee1c71309e0cd80a8ba3b27 Mon Sep 17 00:00:00 2001 From: goran-w <44604769+goran-w@users.noreply.github.com> Date: Tue, 30 Oct 2018 15:52:27 +0100 Subject: [PATCH 446/687] CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes. (#2159, #2160) The Bullet and Leaf ImGuiTreeNodeFlags are now taken into account for Framed/CollapsingHeader tree nodes as well. TreeNodeEx() can be used to specify these flags. A choice was made to left-adjust the Framed text when no Bullet/Arrow is rendered, since this was deemed to look better in the Framed context (especially when considering that CollapsingHeader is drawn using NoTreePushOnOpen, so child/sibling Text items etc will often be non-indented). --- docs/CHANGELOG.txt | 2 ++ imgui_demo.cpp | 11 ++++++++++- imgui_widgets.cpp | 14 +++++++++----- 3 files changed, 21 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 554ea0459..63e96fe00 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -59,6 +59,8 @@ Other Changes: and then we will be able to make this the default.) - TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and right-most edge of the working area, bypassing indentation. +- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, + mostly for consistency. (#2159, #2160) [@goran-w] - Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) - Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 09f3dae06..492158d11 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -677,7 +677,7 @@ static void ShowDemoWindowWidgets() { static bool closable_group = true; ImGui::Checkbox("Show 2nd header", &closable_group); - if (ImGui::CollapsingHeader("Header")) + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) @@ -689,6 +689,10 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 5; i++) ImGui::Text("More content %d", i); } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ ImGui::TreePop(); } @@ -696,6 +700,11 @@ static void ShowDemoWindowWidgets() { ImGui::BulletText("Bullet point 1"); ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ded5d8810..d9dc4ec6e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5214,7 +5214,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - const ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), text_offset_y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing @@ -5307,7 +5307,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) @@ -5333,11 +5338,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize*0.50f), text_col); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize*0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); From 664f9e76b919226fb4854698e5d535cf68ff6a02 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 24 Sep 2019 15:46:08 +0200 Subject: [PATCH 447/687] Documentation: Various tweaks and improvements to the README page. [@ker0chan] --- docs/CHANGELOG.txt | 1 + docs/README.md | 90 ++++++++++++++++++++++------------------------ 2 files changed, 44 insertions(+), 47 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 63e96fe00..851dd5615 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -74,6 +74,7 @@ Other Changes: - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Documentation: Various tweaks and improvements to the README page. [@ker0chan] - Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. - Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] diff --git a/docs/README.md b/docs/README.md index 6ca295ea7..36ca6d6ff 100644 --- a/docs/README.md +++ b/docs/README.md @@ -3,9 +3,9 @@ dear imgui [![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -_(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)_ +(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) -Businesses: support continued development via invoiced technical support & maintenance contracts: +Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: @@ -14,14 +14,23 @@ Individuals/hobbyists: support continued maintenance and development via the mon Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) -Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). +---- -Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. +Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). + +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases. +| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) | +:----------------------------------------------------------: | +| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) | + +### Usage + Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: - imgui.cpp - imgui.h @@ -36,12 +45,12 @@ Dear ImGui is self-contained within a few files that you can easily copy and com No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. -### Usage +Backends for a variety of graphics api and rendering platforms are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. -Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop: +The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices (see example applications for more details). After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: Code: -```cpp +```cp ImGui::Text("Hello, world %d", 123); if (ImGui::Button("Save")) { @@ -88,6 +97,8 @@ ImGui::End(); Result:
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif) +Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. + ### How it works Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. @@ -96,18 +107,18 @@ Dear ImGui outputs vertex buffers and command lists that you can easily render i _A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ -Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. +### Demo -Demo Binaries -------------- +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of Dear ImGui features and examples. + +![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: - [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, Dear ImGui 1.72 WIP built 2019/07/15, master branch, 5 executables) The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. -Bindings --------- +### Integration Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation! @@ -158,8 +169,8 @@ Frameworks: For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. -Roadmap -------- +### Upcoming Changes + Some of the goals for 2019 are: - Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback) - Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback) @@ -168,18 +179,9 @@ Some of the goals for 2019 are: - Make Columns better. (they are currently pretty terrible!) - Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. -Gallery -------- -User screenshots: -
[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016) -
[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016) -
[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017) -
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017) -
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018) -
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018) -
[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019) -
[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019) -
[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward) +### Gallery + +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)! Custom engine [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) @@ -187,14 +189,10 @@ Custom engine Custom engine [![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) -Demo window -![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) - [Tracy Profiler](https://bitbucket.org/wolfpld/tracy) ![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) -References ----------- +### References The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. - [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). @@ -206,18 +204,14 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. -Support -------- +### Support, Frequently Asked Questions (FAQ) -If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org. +If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org). Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. Private support is available for paying customers. -Frequently Asked Question (FAQ) -------------------------------- - **Where is the documentation?** This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. @@ -278,12 +272,12 @@ Dear ImGui takes advantage of a few C++ languages features for convenience but n There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. -Support dear imgui ------------------- +How to help +----------- **How can I help?** -- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues). +- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues). - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. - Have your company financially support this project. @@ -292,7 +286,7 @@ Support dear imgui Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! -Businesses: support continued development via invoiced technical support & maintenance contracts: +Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: @@ -301,20 +295,22 @@ Individuals/hobbyists: support continued maintenance and development via the mon Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) -Ongoing dear imgui development is financially supported by users and private sponsors, recently: +### Sponsors -**Platinum-chocolate sponsors** +Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: + +*Platinum-chocolate sponsors* - Blizzard Entertainment - Google -**Double-chocolate sponsors** +*Double-chocolate sponsors* - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. -**Salty caramel supporters** +*Salty caramel supporters* - Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. -**Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis. +*Caramel supporters* +- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer. And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) From 293f74e9964630eb35cf41b4bbd839f5136bae36 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 24 Sep 2019 16:00:53 +0200 Subject: [PATCH 448/687] Update README.md --- docs/README.md | 24 +++++++++++------------- 1 file changed, 11 insertions(+), 13 deletions(-) diff --git a/docs/README.md b/docs/README.md index 36ca6d6ff..c8c80cb31 100644 --- a/docs/README.md +++ b/docs/README.md @@ -9,7 +9,7 @@ Businesses: support continued development via invoiced technical support, mainte
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) +
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) @@ -22,12 +22,10 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. -See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases. - | [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) | :----------------------------------------------------------: | | [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) | -| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | ### Usage @@ -45,9 +43,9 @@ Dear ImGui is self-contained within a few files that you can easily copy and com No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. -Backends for a variety of graphics api and rendering platforms are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. +Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. -The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices (see example applications for more details). After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: +The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: Code: ```cp @@ -109,12 +107,12 @@ _A common misunderstanding is to mistake immediate mode gui for immediate mode r ### Demo -Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of Dear ImGui features and examples. +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, Dear ImGui 1.72 WIP built 2019/07/15, master branch, 5 executables) +- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables) The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. @@ -172,12 +170,12 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding ### Upcoming Changes Some of the goals for 2019 are: -- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback) -- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback) +- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) +- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) - Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) -- Make Columns better. (they are currently pretty terrible!) -- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. +- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019! +- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. ### Gallery @@ -290,7 +288,7 @@ Businesses: support continued development via invoiced technical support, mainte
  _E-mail: omarcornut at gmail dot com_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) +
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) Individuals/hobbyists: support continued maintenance and development via PayPal:
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) From d5efe161572c894baed5865dee4db943a54fa0c3 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 24 Sep 2019 16:33:47 +0200 Subject: [PATCH 449/687] Version 1.73 --- docs/CHANGELOG.txt | 7 ++++--- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 10 ++++++---- 9 files changed, 19 insertions(+), 16 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 851dd5615..219e9fced 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,10 +30,11 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.73 WIP (In Progress) + VERSION 1.73 (Released 2019-09-24) ----------------------------------------------------------------------- Other Changes: + - Nav, Scrolling: Added support for Home/End key. (#787) - ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. - ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue @@ -63,7 +64,7 @@ Other Changes: mostly for consistency. (#2159, #2160) [@goran-w] - Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) -- Font: Better ellipsis drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] @@ -84,7 +85,7 @@ Other Changes: one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] - Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) [@intonarumori, @ElectricMagic] -- Misc: Updated stb_rect_pack from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, +- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] diff --git a/examples/README.txt b/examples/README.txt index 7e46c8432..031a53b97 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.73 WIP + dear imgui, v1.73 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index f276b5f4e..93b15ddb9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index b5a1155eb..9697c80db 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.73 WIP" -#define IMGUI_VERSION_NUM 17203 +#define IMGUI_VERSION "1.73" +#define IMGUI_VERSION_NUM 17300 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 492158d11..ec1ada820 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 2cbf209b7..845cd04e8 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index edc0fb06f..6d3931039 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d9dc4ec6e..bcd051e57 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 WIP +// dear imgui, v1.73 // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index b8790af62..51a97f934 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,7 +1,9 @@ -dear imgui, v1.73 WIP -(Font Readme) - ---------------------------------------- +---------------------------------------------------------------------- + dear imgui, v1.73 +---------------------------------------------------------------------- + misc/fonts/README.txt + This is the Readme dedicated to fonts. +---------------------------------------------------------------------- The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), a 13 pixels high, pixel-perfect font used by default. From f0f5301612dbaa2caeede3091df6aee1c872dbdf Mon Sep 17 00:00:00 2001 From: Konstantin Podsvirov Date: Wed, 25 Sep 2019 01:06:14 +0300 Subject: [PATCH 450/687] Backends: OpenGL3: Commented out extra tokens at end of #else directive (#2804) --- examples/imgui_impl_opengl3.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 189814f49..e1eee2368 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -172,7 +172,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) gl_loader = "GLEW"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) gl_loader = "GLAD"; -#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM gl_loader = "Custom"; #endif From c262276988da6ae4b16911d9c56fc8d9226e7319 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 30 Sep 2019 14:27:56 +0200 Subject: [PATCH 451/687] Version 1.74 WIP --- docs/CHANGELOG.txt | 11 +++++++++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- misc/fonts/README.txt | 2 +- 9 files changed, 21 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 219e9fced..8ef15ad7f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,17 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.74 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking Changes: +- + +Other Changes: +- + + ----------------------------------------------------------------------- VERSION 1.73 (Released 2019-09-24) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index 031a53b97..23c6bdb96 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.73 + dear imgui, v1.74 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index 93b15ddb9..cee65ff84 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 9697c80db..8696ef4df 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.73" -#define IMGUI_VERSION_NUM 17300 +#define IMGUI_VERSION "1.74 WIP" +#define IMGUI_VERSION_NUM 17301 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ec1ada820..41c26546d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 845cd04e8..4a6dce6d1 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 6d3931039..19f2bfef1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bcd051e57..838f93671 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.74 WIP // (widgets code) /* diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 51a97f934..39e0dd48d 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,5 +1,5 @@ ---------------------------------------------------------------------- - dear imgui, v1.73 + dear imgui, v1.74 WIP ---------------------------------------------------------------------- misc/fonts/README.txt This is the Readme dedicated to fonts. From 0dad3f436b2ae06267ee9c8e2df39bc6cd9d9e18 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 30 Sep 2019 15:16:30 +0200 Subject: [PATCH 452/687] Fix harmless float calculation overflow. (#2813) --- imgui.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index cee65ff84..77eeb4c4b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2711,6 +2711,8 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + LastFrameActive = -1; LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; From eb5223276c8d4169f40ab063bd2fd9e66b2e8716 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 30 Sep 2019 20:54:37 +0200 Subject: [PATCH 453/687] Update README.md --- docs/README.md | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/README.md b/docs/README.md index c8c80cb31..de68bdabc 100644 --- a/docs/README.md +++ b/docs/README.md @@ -6,7 +6,7 @@ dear imgui (This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts: -
  _E-mail: omarcornut at gmail dot com_ +
  _E-mail: contact @ dearimgui dot org_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) @@ -51,9 +51,7 @@ Code: ```cp ImGui::Text("Hello, world %d", 123); if (ImGui::Button("Save")) -{ - // do stuff -} + MySaveFunction(); ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ``` @@ -99,7 +97,7 @@ Dear ImGui allows you **create elaborate tools** as well as very short-lived one ### How it works -Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. +Check out the [References](#references) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. @@ -107,23 +105,25 @@ _A common misunderstanding is to mistake immediate mode gui for immediate mode r ### Demo -Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables) +- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP, built 2019/07/15, master branch, 5 executables) -The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. +The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()`. ### Integration -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation! +On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so. -_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!** -Languages: (third-party bindings) -- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages) +_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ + +Languages: +- C: [cimgui](https://github.com/cimgui/cimgui) (auto-generated! **you can use its json output to generate bindings for other languages**) - C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) - ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) - D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) @@ -139,7 +139,7 @@ Languages: (third-party bindings) - Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui) - Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui) - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) -- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) +- Swift: [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: - Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) @@ -266,7 +266,7 @@ You can alter the look of the interface to some degree: changing colors, sizes, **Why using C++ (as opposed to C)?** -Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. +Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. @@ -285,7 +285,7 @@ How to help Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts: -
  _E-mail: omarcornut at gmail dot com_ +
  _E-mail: contact @ dearimgui dot org_ Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) @@ -316,13 +316,13 @@ And all other past and present supporters; THANK YOU! Credits ------- -Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). +Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (Vita). I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it. Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). -Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). +Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. From 893056a2094a254f0ceab74edc4aa9f1d73df3de Mon Sep 17 00:00:00 2001 From: Denys Nahurnyi Date: Tue, 1 Oct 2019 22:49:44 +0300 Subject: [PATCH 454/687] Fix syntax typos in README (#2819) --- docs/README.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/docs/README.md b/docs/README.md index de68bdabc..b4540c17e 100644 --- a/docs/README.md +++ b/docs/README.md @@ -3,7 +3,7 @@ dear imgui [![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) +(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ @@ -206,7 +206,7 @@ See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [B If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org). -Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. +Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. Private support is available for paying customers. @@ -218,8 +218,8 @@ Private support is available for paying customers. - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. - - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. + - Your programming IDE is your friend, find the type or function declaration to find comments associated with it. + - We obviously need better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. **Which version should I get?** @@ -233,7 +233,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi **Why the odd dual naming, "Dear ImGui" vs "ImGui"?** -The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". +The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses its own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". **How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples)) @@ -256,7 +256,7 @@ See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cp Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. **Can you reskin the look of Dear ImGui?** @@ -282,7 +282,7 @@ How to help **How can I help financing further development of Dear ImGui?** -Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! +Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ From a2f3dcfc9755ae5b4d4110c31e4101437f7554be Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 2 Oct 2019 11:38:30 +0200 Subject: [PATCH 455/687] Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) --- docs/TODO.txt | 5 +++-- examples/example_sdl_directx11/main.cpp | 2 ++ examples/example_sdl_opengl2/main.cpp | 2 ++ examples/example_sdl_opengl3/main.cpp | 2 ++ 4 files changed, 9 insertions(+), 2 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 07f6676bb..7ca24ca87 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -262,16 +262,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag and drop: fix/support/options for overlapping drag sources. - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 - - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. + - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) - drag and drop: allow for multiple payload types. (#143) - - drag and drop: make payload optional? (#143) + - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143) - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) + - node/graph editor (#306) - pie menus patterns (#434) - markup: simple markup language for color change? (#902) diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index ae523fe90..680f179e7 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -26,6 +26,8 @@ void CleanupRenderTarget(); int main(int, char**) { // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 1222c250c..9bc88d90b 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -17,6 +17,8 @@ int main(int, char**) { // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 19d34e9ad..164154659 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -27,6 +27,8 @@ int main(int, char**) { // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); From 892dfb1dea65644b1c6f9882b9c883a837b18369 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 2 Oct 2019 11:38:30 +0200 Subject: [PATCH 456/687] InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637) --- docs/CHANGELOG.txt | 4 ++-- imgui.cpp | 43 +++++++++++++++++++++++++------------------ imgui.h | 1 - imgui_internal.h | 18 ++++++++++++------ imgui_widgets.cpp | 20 ++++++++++++-------- 5 files changed, 51 insertions(+), 35 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8ef15ad7f..a46b3af88 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,10 +34,10 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: -- +- Other Changes: -- +- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) ----------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index 77eeb4c4b..3e3cb4e47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1064,7 +1064,7 @@ static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); @@ -2867,8 +2867,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } } g.ActiveId = id; - g.ActiveIdAllowNavDirFlags = 0; - g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; @@ -2877,6 +2875,12 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdIsAlive = id; g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; } // FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. @@ -3157,7 +3161,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) { g.FocusRequestNextWindow = window; g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. @@ -3782,6 +3786,11 @@ void ImGui::NewFrame() g.ActiveIdIsJustActivated = false; if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) g.TempInputTextId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0; + g.ActiveIdUsingKeyInputMask = 0; + } // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; @@ -8271,7 +8280,6 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (g.IO.KeyShift) @@ -8349,7 +8357,7 @@ static void ImGui::NavUpdate() { if (g.ActiveId != 0) { - if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) @@ -8411,17 +8419,16 @@ static void ImGui::NavUpdate() g.NavNextActivateId = 0; // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; if (g.NavMoveRequestForward == ImGuiNavForward_None) { g.NavMoveDir = ImGuiDir_None; g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; } - if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; } - if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; } - if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; } @@ -8438,7 +8445,7 @@ static void ImGui::NavUpdate() // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? float nav_scoring_rect_offset_y = 0.0f; if (nav_keyboard_active) - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags); + nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match if (g.NavMoveDir != ImGuiDir_None) @@ -8585,7 +8592,7 @@ static void ImGui::NavUpdateMoveResult() } // Handle PageUp/PageDown/Home/End keys -static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) @@ -8594,10 +8601,10 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) return 0.0f; ImGuiWindow* window = g.NavWindow; - const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) diff --git a/imgui.h b/imgui.h index 8696ef4df..a7e5fd7eb 100644 --- a/imgui.h +++ b/imgui.h @@ -986,7 +986,6 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up diff --git a/imgui_internal.h b/imgui_internal.h index 19f2bfef1..dcb8f4f5f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -900,8 +900,9 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) @@ -1092,8 +1093,9 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -1584,9 +1586,13 @@ namespace ImGui IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 838f93671..3f5a24f7c 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -557,7 +557,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } } @@ -2093,7 +2092,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) { temp_input_start = true; @@ -2542,7 +2541,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) { temp_input_start = true; @@ -2696,7 +2695,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } // Draw frame @@ -3505,12 +3504,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + + // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) From a6c3be4bda0a18a189a2e75de96290671ddadb18 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 3 Oct 2019 15:59:36 +0200 Subject: [PATCH 457/687] Internals: Tweaks to ItemSize() should be harmless. Added DebugDrawItemRect() helper. --- imgui.cpp | 16 ++++++++-------- imgui_internal.h | 8 +++++--- imgui_widgets.cpp | 1 + 3 files changed, 14 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 3e3cb4e47..4e95e0115 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2969,7 +2969,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla } // Advance cursor given item size for layout. -void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -2978,28 +2978,28 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y) // Always align ourselves on pixel boundaries const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] window->DC.PrevLineSize.y = line_height; - window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) { - ItemSize(bb.GetSize(), text_offset_y); + ItemSize(bb.GetSize(), text_baseline_y); } // Declare item bounding box for clipping and interaction. diff --git a/imgui_internal.h b/imgui_internal.h index dcb8f4f5f..df96fd8bc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -383,6 +383,7 @@ enum ImGuiSeparatorFlags_ // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + ImGuiItemFlags_None = 0, ImGuiItemFlags_NoTabStop = 1 << 0, // false ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 @@ -1541,8 +1542,8 @@ namespace ImGui IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = 0.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = 0.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); @@ -1704,7 +1705,8 @@ namespace ImGui IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); // Debug Tools - inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } } // namespace ImGui diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3f5a24f7c..a16cff3c4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -112,6 +112,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() From 1425bec7a450e378db20930c1e9f47601dc1f45b Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 3 Oct 2019 16:57:14 +0200 Subject: [PATCH 458/687] Demo: Text baseline demo tweaks. --- imgui_demo.cpp | 122 +++++++++++++++++++++++++++++++++---------------- 1 file changed, 83 insertions(+), 39 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 41c26546d..036d90688 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2047,55 +2047,99 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Text Baseline Alignment")) { - HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + ImGui::Indent(); - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("One\nTwo\nThree"); + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); - ImGui::Button("HOP##1"); ImGui::SameLine(); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); - ImGui::Button("HOP##2"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); - ImGui::Button("TEST##1"); ImGui::SameLine(); - ImGui::Text("TEST"); ImGui::SameLine(); - ImGui::SmallButton("TEST##2"); + ImGui::Unindent(); + } - ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. - ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); - ImGui::Button("Widget##1"); ImGui::SameLine(); - ImGui::Text("Widget"); ImGui::SameLine(); - ImGui::SmallButton("Widget##2"); ImGui::SameLine(); - ImGui::Button("Widget##3"); + ImGui::Spacing(); - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); - ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). - bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); - if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet text"); + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). + bool node_open = ImGui::TreeNode("Node##2");// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } ImGui::TreePop(); } From ccb2a947a27d9fe5c711a7d7bc5ab18c6fa0b78b Mon Sep 17 00:00:00 2001 From: domgho Date: Fri, 4 Oct 2019 11:57:20 +0200 Subject: [PATCH 459/687] Internal: SliderBehaviorT: Condition '!is_decimal' is always true (#2828) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a16cff3c4..26e1d648a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2430,7 +2430,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; TYPE v_new_off_floor = (TYPE)(v_new_off_f); TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (!is_decimal && v_new_off_floor < v_new_off_round) + if (v_new_off_floor < v_new_off_round) v_new = v_min + v_new_off_round; else v_new = v_min + v_new_off_floor; From ee3373d067ed253ee70087818a16b0b1210e1b8c Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 4 Oct 2019 19:21:29 +0200 Subject: [PATCH 460/687] TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 4 +++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a46b3af88..e1cd2ad9c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,8 @@ Breaking Changes: Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) +- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow + incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) ----------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 26e1d648a..d6631a17d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5270,9 +5270,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed) { + const float arrow_x1 = text_pos.x - text_offset_x; + const float arrow_x2 = arrow_x1 + g.FontSize + padding.x * 2.0f; toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + toggled |= IsMouseHoveringRect(ImVec2(arrow_x1, interact_bb.Min.y), ImVec2(arrow_x2, interact_bb.Max.y)) && (!g.NavDisableMouseHover); if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) toggled |= g.IO.MouseDoubleClicked[0]; if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. From f1f321d3f6d585df3d6320a23e5b69885d392405 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 5 Oct 2019 16:07:00 +0200 Subject: [PATCH 461/687] Update README.md --- docs/README.md | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/docs/README.md b/docs/README.md index b4540c17e..7d29ace91 100644 --- a/docs/README.md +++ b/docs/README.md @@ -120,9 +120,14 @@ On most platforms and when using C++, **you should be able to use a combination Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!** -_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ +_NB: third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ -Languages: +Officially maintained bindings in repository: +- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. +- Platforms: GLFW, SDL2, Win32, Glut, OSX. +- Others: Allegro5, Marmalade. + +Third-party - Languages bindings: - C: [cimgui](https://github.com/cimgui/cimgui) (auto-generated! **you can use its json output to generate bindings for other languages**) - C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) - ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) @@ -141,11 +146,7 @@ Languages: - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) - Swift: [swift-imgui](https://github.com/mnmly/Swift-imgui) -Frameworks: -- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) +Third-party - Engines/Frameworks bindings: - bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui) - Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) - Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) @@ -164,6 +165,7 @@ Frameworks: - SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml) - Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) - Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) +- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. From 73fa6509a516c2b43478947e6cc713c538ce2ec2 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 5 Oct 2019 16:53:28 +0200 Subject: [PATCH 462/687] Internal: InputTextEx: tweaked a bit of code (should be a no-op) --- imgui.cpp | 2 +- imgui_widgets.cpp | 29 ++++++++++++++++------------- 2 files changed, 17 insertions(+), 14 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 4e95e0115..7bf2bf597 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4303,7 +4303,7 @@ void ImGui::Render() } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { ImGuiContext& g = *GImGui; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d6631a17d..1561c1574 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3404,11 +3404,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; if (is_multiline) { if (!ItemAdd(total_bb, id, &frame_bb)) @@ -3423,9 +3426,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - draw_window = GetCurrentWindow(); + draw_window = g.CurrentWindow; // Child window draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; + inner_size.x -= draw_window->ScrollbarSizes.x; } else { @@ -3914,7 +3917,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); @@ -3995,7 +3998,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); + text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll @@ -4004,11 +4007,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { - const float scroll_increment_x = size.x * 0.25f; + const float scroll_increment_x = inner_size.x * 0.25f; if (cursor_offset.x < state->ScrollX) state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x); } else { @@ -4021,8 +4024,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = draw_window->Scroll.y; if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y; draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; } @@ -4093,7 +4096,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) From 323412dd23bb414c8885ee545a5ca0aaa3a40e84 Mon Sep 17 00:00:00 2001 From: Harris Brakmic Date: Sun, 6 Oct 2019 13:02:01 +0200 Subject: [PATCH 463/687] Examples: Allegro5: updated build instructions for macOS --- examples/example_allegro5/README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/examples/example_allegro5/README.md b/examples/example_allegro5/README.md index 5ef455576..10d9d6e94 100644 --- a/examples/example_allegro5/README.md +++ b/examples/example_allegro5/README.md @@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind # How to Build -### On Ubuntu 14.04+ +### On Ubuntu 14.04+ and macOS ```bash -g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example +g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example ``` +On macOS, install Allegro with homebrew: `brew install allegro`. + ### On Windows with Visual Studio's CLI You may install Allegro using vcpkg: From 8aad3482a412af966082c297d5c7f05e070b7d98 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 7 Oct 2019 17:22:55 +0200 Subject: [PATCH 464/687] ImVector: Fixed index_from_ptr() not asserting when passed end() element. --- imgui.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui.h b/imgui.h index a7e5fd7eb..1db78b4a6 100644 --- a/imgui.h +++ b/imgui.h @@ -1276,7 +1276,7 @@ struct ImVector inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- From 3b271b1847f0cf159cfd0dfeaa171034fcab2507 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 7 Oct 2019 17:52:31 +0200 Subject: [PATCH 465/687] Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] --- docs/CHANGELOG.txt | 1 + imgui_demo.cpp | 47 +++++++++++++++++++++++++++++++++------------- 2 files changed, 35 insertions(+), 13 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e1cd2ad9c..64bbe6bde 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] ----------------------------------------------------------------------- diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 036d90688..0eeec9801 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1506,24 +1506,21 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Drag and Drop")) { + if (ImGui::TreeNode("Drag and drop in standard widgets")) { // ColorEdit widgets automatically act as drag source and drag target. // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. - ImGui::BulletText("Drag and drop in standard widgets"); - ImGui::SameLine(); HelpMarker("You can drag from the colored squares."); - ImGui::Indent(); - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::ColorEdit4("color 2", col2); - ImGui::Unindent(); + ImGui::TreePop(); } + if (ImGui::TreeNode("Drag and drop to copy/swap items")) { - ImGui::BulletText("Drag and drop to copy/swap items"); - ImGui::Indent(); enum Mode { Mode_Copy, @@ -1577,7 +1574,31 @@ static void ShowDemoWindowWidgets() } ImGui::PopID(); } - ImGui::Unindent(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); } ImGui::TreePop(); @@ -1607,10 +1628,10 @@ static void ShowDemoWindowWidgets() if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } - // Display the value of IsItemHovered() and other common item state functions. + // Display the value of IsItemHovered() and other common item state functions. // Note that the ImGuiHoveredFlags_XXX flags can be combined. - // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, - // we query every state in a single call to avoid storing them and to simplify the code + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1653,7 +1674,7 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); - // Testing IsWindowFocused() function with its various flags. + // Testing IsWindowFocused() function with its various flags. // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" From 927472f5ff978bcc9f67708316481a3fcae4c04d Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 7 Oct 2019 19:14:08 +0200 Subject: [PATCH 466/687] Combo: Added _NoMove flag to prevent window from docking, which has an effect in Docking branch (in Master was not noticeable as the Combo code kept repositioning the window). (#2835) --- imgui_widgets.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1561c1574..0da7353e2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1505,8 +1505,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowPos(pos); } + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); bool ret = Begin(name, NULL, window_flags); PopStyleVar(); From bf746c4215b92b764a7101b8673d24beb3e0c996 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 11 Oct 2019 12:03:43 +0200 Subject: [PATCH 467/687] DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the datato clarify how they are used, and more comments redirecting to the demo code. (#2844) --- docs/CHANGELOG.txt | 2 + imgui.h | 14 ++-- imgui_internal.h | 10 +-- imgui_widgets.cpp | 158 +++++++++++++++++++++++---------------------- 4 files changed, 96 insertions(+), 88 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 64bbe6bde..1d8e7e790 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,8 @@ Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data + to clarify how they are used, and more comments redirecting to the demo code. (#2844) - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] diff --git a/imgui.h b/imgui.h index 1db78b4a6..1675fc6c6 100644 --- a/imgui.h +++ b/imgui.h @@ -438,8 +438,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); // Widgets: Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -453,11 +453,11 @@ namespace ImGui IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); // Widgets: Input with Keyboard // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h @@ -474,8 +474,8 @@ namespace ImGui IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. diff --git a/imgui_internal.h b/imgui_internal.h index df96fd8bc..201a071c1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1666,8 +1666,8 @@ namespace ImGui // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging @@ -1683,13 +1683,13 @@ namespace ImGui // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); - IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } // Color diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0da7353e2..a92eb5a99 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1680,25 +1680,25 @@ const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) return &GDataTypeInfo[data_type]; } -int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const float*)p_data); if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const double*)p_data); if (data_type == ImGuiDataType_S8) - return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); if (data_type == ImGuiDataType_U8) - return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); if (data_type == ImGuiDataType_S16) - return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); if (data_type == ImGuiDataType_U16) - return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } @@ -1755,7 +1755,7 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1781,7 +1781,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int data_backup[2]; const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); IM_ASSERT(type_info->Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, type_info->Size); + memcpy(data_backup, p_data, type_info->Size); if (format == NULL) format = type_info->ScanFmt; @@ -1790,7 +1790,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int arg1i = 0; if (data_type == ImGuiDataType_S32) { - int* v = (int*)data_ptr; + int* v = (int*)p_data; int arg0i = *v; float arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0i) < 1) @@ -1805,7 +1805,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in format = "%f"; - float* v = (float*)data_ptr; + float* v = (float*)p_data; float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1819,7 +1819,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (data_type == ImGuiDataType_Double) { format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)data_ptr; + double* v = (double*)p_data; double arg0f = *v, arg1f = 0.0; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1834,7 +1834,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); + sscanf(buf, format, p_data); } else { @@ -1842,18 +1842,18 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int v32; sscanf(buf, format, &v32); if (data_type == ImGuiDataType_S8) - *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) - *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); else if (data_type == ImGuiDataType_S16) - *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); else if (data_type == ImGuiDataType_U16) - *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); else IM_ASSERT(0); } - return memcmp(data_backup, data_ptr, type_info->Size) != 0; + return memcmp(data_backup, p_data, type_info->Size) != 0; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -2023,7 +2023,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags) { ImGuiContext& g = *GImGui; if (g.ActiveId == id) @@ -2038,30 +2038,32 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; if (power != 1.0f) - IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; @@ -2104,7 +2106,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2112,13 +2114,13 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, power, ImGuiDragFlags_None); if (value_changed) MarkItemEdited(id); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) @@ -2128,7 +2130,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2145,10 +2147,10 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); @@ -2474,39 +2476,41 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // For 32-bits and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. -bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) { switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_max <= IM_U32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_max <= IM_U64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Float: - IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Double: - IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2553,7 +2557,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2562,7 +2566,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_None, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2572,7 +2576,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); if (label_size.x > 0.0f) @@ -2668,7 +2672,7 @@ bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2708,7 +2712,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2719,7 +2723,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2832,7 +2836,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) { ImGuiContext& g = *GImGui; @@ -2845,7 +2849,7 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); g.CurrentWindow->DC.CursorPos = bb.Min; @@ -2860,14 +2864,16 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, } if (value_changed) { - value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); if (value_changed) MarkItemEdited(id); } return value_changed; } -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2880,7 +2886,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); bool value_changed = false; if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) @@ -2888,7 +2894,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p flags |= ImGuiInputTextFlags_AutoSelectAll; flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. - if (step != NULL) + if (p_step != NULL) { const float button_size = GetFrameHeight(); @@ -2896,7 +2902,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -2907,13 +2913,13 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } @@ -2931,7 +2937,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); } if (value_changed) MarkItemEdited(window->DC.LastItemId); @@ -2939,7 +2945,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p return value_changed; } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2956,10 +2962,10 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); From 378035c6ff4a0cbd92140a4b39e41dbd0ba915be Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Mon, 30 Sep 2019 21:16:30 -0700 Subject: [PATCH 468/687] Fixed backspace handling on MacOS (fixed https://github.com/ocornut/imgui/issues/2817). Allow null view passing as parameter to ImGui_ImplOSX_NewFrame --- examples/imgui_impl_osx.h | 2 +- examples/imgui_impl_osx.mm | 11 +++++++---- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h index 66df25276..fe066eec4 100644 --- a/examples/imgui_impl_osx.h +++ b/examples/imgui_impl_osx.h @@ -13,5 +13,5 @@ IMGUI_API bool ImGui_ImplOSX_Init(); IMGUI_API void ImGui_ImplOSX_Shutdown(); -IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view); +IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view); IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view); diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 9042e15f9..fd548bf6c 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -150,9 +150,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view) { // Setup display size ImGuiIO& io = ImGui::GetIO(); - const float dpi = [view.window backingScaleFactor]; - io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); - io.DisplayFramebufferScale = ImVec2(dpi, dpi); + if (view) + { + const float dpi = [view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(dpi, dpi); + } // Setup time step if (g_Time == 0.0) @@ -250,7 +253,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) for (int i = 0; i < len; i++) { int c = [str characterAtIndex:i]; - if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF)) + if (!io.KeyCtrl && !((c >= 0xF700 && c <= 0xFFFF) || c == 127)) io.AddInputCharacter((unsigned int)c); // We must reset in case we're pressing a sequence of special keys while keeping the command pressed From fc10ba8d24ddc8b43d46d6c75b586ed75cdfb6b4 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 11 Oct 2019 14:20:04 +0200 Subject: [PATCH 469/687] Amend f0238ece9cba67ecabef438008fea53682bd6bc7 (#2817, #2818) --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_osx.mm | 11 ++++++----- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1d8e7e790..734920389 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -43,6 +43,7 @@ Other Changes: - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Backends: OSX: Fix using Backspace key. (#2817, #2818) [@DiligentGraphics] ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index fd548bf6c..a491616a5 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -14,7 +14,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). // 2019-05-28: Inputs: Added mouse cursor shape and visibility support. // 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. // 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. @@ -40,13 +41,13 @@ bool ImGui_ImplOSX_Init() ImGuiIO& io = ImGui::GetIO(); // Setup back-end capabilities flags - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) io.BackendPlatformName = "imgui_impl_osx"; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array. const int offset_for_function_keys = 256 - 0xF700; io.KeyMap[ImGuiKey_Tab] = '\t'; io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys; @@ -232,7 +233,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) } } else - #endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/ + #endif // MAC_OS_X_VERSION_MAX_ALLOWED { wheel_dx = [event deltaX]; wheel_dy = [event deltaY]; @@ -253,7 +254,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) for (int i = 0; i < len; i++) { int c = [str characterAtIndex:i]; - if (!io.KeyCtrl && !((c >= 0xF700 && c <= 0xFFFF) || c == 127)) + if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127) io.AddInputCharacter((unsigned int)c); // We must reset in case we're pressing a sequence of special keys while keeping the command pressed From aeb64814995d624f6b3c2122d9e8312474e168f6 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 14:25:18 +0200 Subject: [PATCH 470/687] InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) --- docs/CHANGELOG.txt | 3 ++- imgui_widgets.cpp | 4 ++++ 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 734920389..1ec907e8a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,12 +38,13 @@ Breaking Changes: Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) +- InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] -- Backends: OSX: Fix using Backspace key. (#2817, #2818) [@DiligentGraphics] +- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] ----------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a92eb5a99..a1560a2c3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3331,6 +3331,10 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; From cba84df7b59b0e181d53ca18721184391fa208f9 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 17:05:08 +0200 Subject: [PATCH 471/687] Update README.md --- docs/README.md | 16 +++++----------- 1 file changed, 5 insertions(+), 11 deletions(-) diff --git a/docs/README.md b/docs/README.md index 7d29ace91..373f498fd 100644 --- a/docs/README.md +++ b/docs/README.md @@ -97,7 +97,7 @@ Dear ImGui allows you **create elaborate tools** as well as very short-lived one ### How it works -Check out the [References](#references) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. +Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. @@ -192,17 +192,11 @@ Custom engine [Tracy Profiler](https://bitbucket.org/wolfpld/tracy) ![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) -### References +### Wiki -The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. -- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). -- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf). -- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/). -- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861). -- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). -- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). +See [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. -See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. +See [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/watch about the Immediate Mode GUI paradigm. ### Support, Frequently Asked Questions (FAQ) @@ -210,7 +204,7 @@ If you are new to Dear ImGui and have issues with: compiling, linking, adding fo Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. -Private support is available for paying customers. +Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_). **Where is the documentation?** From 1c73a0c17e02d44d3a814c477b9badf00c9913dd Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 17:18:44 +0200 Subject: [PATCH 472/687] Bindings --- docs/README.md | 47 +++++++---------------------------------------- 1 file changed, 7 insertions(+), 40 deletions(-) diff --git a/docs/README.md b/docs/README.md index 373f498fd..4a0d75de5 100644 --- a/docs/README.md +++ b/docs/README.md @@ -122,52 +122,19 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/ _NB: third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ -Officially maintained bindings in repository: +Officially maintained bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. - Platforms: GLFW, SDL2, Win32, Glut, OSX. - Others: Allegro5, Marmalade. -Third-party - Languages bindings: -- C: [cimgui](https://github.com/cimgui/cimgui) (auto-generated! **you can use its json output to generate bindings for other languages**) -- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) -- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) -- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) -- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui) -- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) -- Java: [jimgui](https://github.com/ice1000/jimgui) -- JavaScript: [imgui-js](https://github.com/flyover/imgui-js) -- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl) -- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) -- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) -- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) -- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui) -- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui) -- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui) -- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) -- Swift: [swift-imgui](https://github.com/mnmly/Swift-imgui) +Third-party Languages bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): +- C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- The C ([cimgui](https://github.com/cimgui/cimgui)) bindings are auto-generated, **you can use its json output to generate bindings for other languages**. -Third-party - Engines/Frameworks bindings: -- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui) -- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) -- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) -- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI) -- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) -- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) -- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui) -- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) -- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) -- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843) -- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935) -- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui) -- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) -- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) -- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo) -- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml) -- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) -- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) -- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) +Third-party Engines/Frameworks bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): +- bsf, Cinder, Cocos2d-x, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... -For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. +Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. ### Upcoming Changes From 58411033e262dde5be104f617495389f0cb01f67 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 17:21:11 +0200 Subject: [PATCH 473/687] Bindings --- docs/README.md | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) diff --git a/docs/README.md b/docs/README.md index 4a0d75de5..cb7a50bef 100644 --- a/docs/README.md +++ b/docs/README.md @@ -120,19 +120,15 @@ On most platforms and when using C++, **you should be able to use a combination Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!** -_NB: third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ - Officially maintained bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. - Platforms: GLFW, SDL2, Win32, Glut, OSX. -- Others: Allegro5, Marmalade. +- Frameworks: Allegro5, Marmalade. -Third-party Languages bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): -- C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- The C ([cimgui](https://github.com/cimgui/cimgui)) bindings are auto-generated, **you can use its json output to generate bindings for other languages**. - -Third-party Engines/Frameworks bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): -- bsf, Cinder, Cocos2d-x, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): +- Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Frameworks: bsf, Cinder, Cocos2d-x, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. From 23eabd5991a23eee18de35d73ee6017a9a9d1a2f Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 17:41:56 +0200 Subject: [PATCH 474/687] Emscripten --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index cb7a50bef..98972a8d5 100644 --- a/docs/README.md +++ b/docs/README.md @@ -123,7 +123,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/ Officially maintained bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. - Platforms: GLFW, SDL2, Win32, Glut, OSX. -- Frameworks: Allegro5, Marmalade. +- Frameworks: Emscripten, Allegro5, Marmalade. Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): - Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... From 8c4dcbfa45cd3669d0bdf56c517ef2b875528172 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 12 Oct 2019 17:56:32 +0200 Subject: [PATCH 475/687] Diligent Engine --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index 98972a8d5..c2d42591e 100644 --- a/docs/README.md +++ b/docs/README.md @@ -127,7 +127,7 @@ Officially maintained bindings (in repository): Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): - Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- Frameworks: bsf, Cinder, Cocos2d-x, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +- Frameworks: bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. From 67e4cd5cc6ce1432ddf574b25008fce16ea1f5ed Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 14 Oct 2019 14:08:56 +0200 Subject: [PATCH 476/687] Comments, some logging for NavInitRequest debugging Moved OpenPopupOnItemClick() next to BeginPopupContextItem() --- docs/README.md | 2 +- imgui.cpp | 32 ++++++++++++++++---------------- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/README.md b/docs/README.md index c2d42591e..2cb47404e 100644 --- a/docs/README.md +++ b/docs/README.md @@ -127,7 +127,7 @@ Officially maintained bindings (in repository): Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): - Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- Frameworks: bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. diff --git a/imgui.cpp b/imgui.cpp index 7bf2bf597..59f6fa822 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -955,9 +955,6 @@ CODE - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. this is also useful to set yourself in the context of another window (to get/set other settings) - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. - - tip: you can call Render() multiple times (e.g for VR renders). - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! */ @@ -7511,19 +7508,6 @@ void ImGui::OpenPopupEx(ImGuiID id) } } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id); - return true; - } - return false; -} - void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; @@ -7693,6 +7677,19 @@ void ImGui::EndPopup() End(); } +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; +} + // This is a helper to handle the simplest case of associating one named popup to one given widget. // You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // You can pass a NULL str_id to use the identifier of the last item. @@ -8181,6 +8178,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; + //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { SetNavID(0, g.NavLayer); @@ -8297,6 +8295,7 @@ static void ImGui::NavUpdate() if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) { // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); if (g.NavInitRequestFromMove) SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else @@ -8455,6 +8454,7 @@ static void ImGui::NavUpdate() } if (g.NavMoveRequest && g.NavId == 0) { + //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResultId = 0; g.NavDisableHighlight = false; From c7bdec7e18801efe300ab46ccacc44f10f8bb3f7 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 14 Oct 2019 22:43:04 +0200 Subject: [PATCH 477/687] InputText, Nav: Fixed Left!Right keys broken when activating Keyboard Navigation. (#787) Amend 892dfb1 --- imgui_internal.h | 2 +- imgui_widgets.cpp | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/imgui_internal.h b/imgui_internal.h index 201a071c1..83b66955d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1648,7 +1648,7 @@ namespace ImGui IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } #endif diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a1560a2c3..a955daad5 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3523,6 +3523,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); From a41f0b2df47193c3c755f0703dfba85c4baec253 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 14 Oct 2019 23:07:06 +0200 Subject: [PATCH 478/687] Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. IMPORTANT: Renamed internal CalcTypematicPressedRepeatAmount to CalcTypematicRepeatAmount and reordered the t1, t0 arguments to t0, t1 !! If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. --- docs/CHANGELOG.txt | 11 +++++++++-- imgui.cpp | 34 +++++++++++++++++++++++----------- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 4 files changed, 34 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1ec907e8a..16d53e021 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,11 +34,18 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: -- +- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used + by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can + add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). + Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) -- InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) +- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data diff --git a/imgui.cpp b/imgui.cpp index 59f6fa822..03ad95fdc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -369,6 +369,10 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. @@ -1206,7 +1210,7 @@ ImGuiIO::ImGuiIO() MouseDoubleClickMaxDist = 6.0f; for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.250f; + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -4402,14 +4406,22 @@ bool ImGui::IsKeyDown(int user_key_index) return g.IO.KeysDown[user_key_index]; } -int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) { - if (t == 0.0f) + if (t1 == 0.0f) return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) + if (t0 >= t1) return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; } int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) @@ -4419,7 +4431,7 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r return 0; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } bool ImGui::IsKeyPressed(int user_key_index, bool repeat) @@ -4471,7 +4483,7 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); if (amount > 0) return true; } @@ -8228,11 +8240,11 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } diff --git a/imgui_internal.h b/imgui_internal.h index 83b66955d..e7868613f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1581,7 +1581,7 @@ namespace ImGui IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavID(ImGuiID id, int nav_layer); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a955daad5..b2398a00f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -487,7 +487,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { hovered = true; SetHoveredID(id); - if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f)) { pressed = true; FocusWindow(window); From c21fdabb438f611f263d264f14fcd021df531bb4 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 15 Oct 2019 13:00:04 +0200 Subject: [PATCH 479/687] Doc: Readme: moving contents to FAQ. --- docs/README.md | 101 ++++++++----------- imgui.cpp | 263 ++++++++----------------------------------------- 2 files changed, 83 insertions(+), 281 deletions(-) diff --git a/docs/README.md b/docs/README.md index 2cb47404e..1991b9547 100644 --- a/docs/README.md +++ b/docs/README.md @@ -118,7 +118,7 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so. -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!** +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://github.com/ocornut/imgui/wiki/FAQ), comments, and one of the examples/ application!** Officially maintained bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. @@ -144,7 +144,7 @@ Some of the goals for 2019 are: ### Gallery -For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)! +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)! Custom engine [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) @@ -155,31 +155,53 @@ Custom engine [Tracy Profiler](https://bitbucket.org/wolfpld/tracy) ![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) -### Wiki - -See [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. - -See [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/watch about the Immediate Mode GUI paradigm. - ### Support, Frequently Asked Questions (FAQ) +Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/wiki/FAQ) page, e.g.: + +**Basics** +- "Where is the documentation?" +- "Which version should I get?" +- "Why the names "Dear ImGui" vs "ImGui"?" + +**Community** +- "How can I help?" + +**Concerns** +- "Who uses Dear ImGui?" +- "Can you create elaborate/serious tools with Dear ImGui?" +- "Can you reskin the look of Dear ImGui?" +- "Why using C++ (as opposed to C)?" + +**Integration** +- "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?" +- "How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)" +- "I integrated Dear ImGui in my engine and the text or lines are blurry.." +- "I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.." + +**Usage** +- "Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label?" +- "How can I display an image? What is ImTextureID, how does it work?" +- "How can I use my own math types instead of ImVec2/ImVec4?" +- "How can I interact with standard C++ types (such as std::string and std::vector)?" +- "How can I use low-level drawing facilities? (using ImDrawList API)" + +**Fonts, Text** +- "How can I load a different font than the default?" +- "How can I easily use icons in my application?" +- "How can I load multiple fonts?" +- "How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?" + +See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. + +See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm. + If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org). Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_). -**Where is the documentation?** - - This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - - Run the examples/ applications and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. - - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - - Your programming IDE is your friend, find the type or function declaration to find comments associated with it. - - We obviously need better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. - **Which version should I get?** I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. @@ -188,46 +210,7 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! - -**Why the odd dual naming, "Dear ImGui" vs "ImGui"?** - -The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses its own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui". - -**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?** -
**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples)) -
**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...** -
**How can I use my own math types instead of ImVec2/ImVec4?** -
**How can I load a different font than the default?** -
**How can I easily use icons in my application?** -
**How can I load multiple fonts?** -
**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example)) -
**How can I interact with standard C++ types (such as std::string and std::vector)?** -
**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)** -
**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)** -
**I integrated Dear ImGui in my engine and the text or lines are blurry..** -
**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..** -
**How can I help?** - -See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers. - -**Can you create elaborate/serious tools with Dear ImGui?** - -Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. - -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. - -**Can you reskin the look of Dear ImGui?** - -You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged): - -![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png) - -**Why using C++ (as opposed to C)?** - -Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. - -There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)! How to help ----------- diff --git a/imgui.cpp b/imgui.cpp index 03ad95fdc..390f555fa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6,7 +6,7 @@ // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases // Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -36,7 +36,8 @@ DOCUMENTATION - This is how a simple rendering function may look like. - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) -- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS +- FREQUENTLY ASKED QUESTIONS (FAQ) + - All answers in https://github.com/ocornut/imgui/wiki/FAQ - Where is the documentation? - Which version should I get? - Who uses Dear ImGui? @@ -576,6 +577,13 @@ CODE FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== + All answers in: https://github.com/ocornut/imgui/wiki/FAQ + Some answers are copied down here to facilitate searching in code or because they are most likely to + be varying depending on your version of the code. + + Q&A: Basics + =========== + Q: Where is the documentation? A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ and explore them. @@ -588,26 +596,20 @@ CODE associated to it. Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be - fixed fast when reported. You may also peak at the 'docking' branch which includes: - - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) - Many projects are using this branch and it is kept in sync with master regularly. + Q: Why the names "Dear ImGui" vs "ImGui"? + A: See https://github.com/ocornut/imgui/wiki/FAQ + + Q&A: Concerns + ============= Q: Who uses Dear ImGui? - A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and - "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages - for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + A: See https://github.com/ocornut/imgui/wiki/FAQ - Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, - longer name "Dear ImGui" that people can use to refer to this specific library. - Please try to refer to this library as "Dear ImGui". + Q&A: Integration + ================ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) @@ -623,76 +625,14 @@ CODE Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + A: See https://github.com/ocornut/imgui/wiki/FAQ - Q: How can I display an image? What is ImTextureID, how does it works? - A: Short explanation: - - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. - - Long explanation: - - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. - At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code - to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. - ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. - Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - an image from the end-user perspective. This is what the _examples_ rendering functions are using: - - OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp) - DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) - DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) - DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure - tying together both the texture and information about its format and how to read it. - - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase - is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID - representation suggested by the example bindings is probably the best choice. - (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) - - User code may do: - - // Cast our texture type to ImTextureID / void* - MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); - - The renderer function called after ImGui::Render() will receive that same value that the user code passed: - - // Cast ImTextureID / void* stored in the draw command as our texture type - MyTexture* texture = (MyTexture*)pcmd->TextureId; - MyEngineBindTexture2D(texture); - - Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. - This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. - If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - - Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: - - https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. - Examples: - - GLuint my_tex = XXX; - void* my_void_ptr; - my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) - my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint - - ID3D11ShaderResourceView* my_dx11_srv = XXX; - void* my_void_ptr; - my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* - my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* - - Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + Q&A: Usage + ---------- Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have multiple widgets with the same label or with an empty label? @@ -810,141 +750,25 @@ CODE e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. See what makes more sense in your situation! + Q: How can I display an image? What is ImTextureID, how does it works? + A: See https://github.com/ocornut/imgui/wiki/FAQ and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + Q: How can I use my own math types instead of ImVec2/ImVec4? - A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I use low-level drawing facilities? (using ImDrawList API) + A: See https://github.com/ocornut/imgui/wiki/FAQ + + Q&A: Fonts, Text + ================ Q: How can I load a different font than the default? - A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. - (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) - (Read the 'misc/fonts/README.txt' file for more details about font loading.) - - New programmers: remember that in C/C++ and most programming languages if you want to use a - backslash \ within a string literal, you need to write it double backslash "\\": - io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) - io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT - io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT - Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. - You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. - (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) - With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, - and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. - Q: How can I load multiple fonts? - A: Use the font atlas to pack them into a single texture: - (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) - - ImGuiIO& io = ImGui::GetIO(); - ImFont* font0 = io.Fonts->AddFontDefault(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - // the first loaded font gets used by default - // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime - - // Options - ImFontConfig config; - config.OversampleH = 2; - config.OversampleV = 1; - config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up - config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); - - // Combine multiple fonts into one (e.g. for icon fonts) - static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontDefault(); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs - Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. + A: See https://github.com/ocornut/imgui/wiki/FAQ and misc/fonts/README.txt - // Add default Japanese ranges - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); - - // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) - ImVector ranges; - ImFontGlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 - by using the u8"hello" syntax. Specifying literal in your source code using a local code page - (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! - Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. - Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). - You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for - the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. - - Q: How can I interact with standard C++ types (such as std::string and std::vector)? - A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), - and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use - any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. - - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. - Prefer using them over the old and awkward Combo()/ListBox() api. - - Generally for most high-level types you should be able to access the underlying data type. - You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. - Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. - Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those - are not configurable and not the same across implementations. - - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern - is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. - One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str - This is a small helper where you can instance strings with configurable local buffers length. Many game engines will - provide similar or better string helpers. - - Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. - (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) - Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display - contents behind or over every other imgui windows (one bg/fg drawlist per viewport). - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. - - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". - (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) - - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - This is the preferred solution for developer productivity. - In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple - and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect - to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. - Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. - - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing - for screen real-estate and precision. - - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + Q&A: Community + ============== Q: How can I help? A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt @@ -952,15 +776,10 @@ CODE - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). - - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) - - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! - */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) From 6892b8157825e69a3c426b4d49842a0a96ef82c8 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 15 Oct 2019 16:20:27 +0300 Subject: [PATCH 480/687] Remove trailing spaces from bunch of files. (cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779) --- examples/example_glfw_opengl2/main.cpp | 4 ++-- examples/example_glfw_vulkan/main.cpp | 4 ++-- examples/example_sdl_directx11/main.cpp | 2 +- examples/example_sdl_opengl2/main.cpp | 2 +- examples/example_sdl_opengl3/main.cpp | 2 +- examples/example_sdl_vulkan/main.cpp | 4 ++-- examples/imgui_impl_opengl3.cpp | 4 ++-- examples/imgui_impl_opengl3.h | 4 ++-- examples/imgui_impl_vulkan.cpp | 2 +- examples/imgui_impl_vulkan.h | 8 ++++---- imgui.cpp | 4 ++-- 11 files changed, 20 insertions(+), 20 deletions(-) diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 0a7aa3c3f..4b4a5fe3b 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -134,9 +134,9 @@ int main(int, char**) glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); - // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore current shader using the commented lines below. - //GLint last_program; + //GLint last_program; //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); //glUseProgram(0); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index fc3c1efb1..fb92bad83 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -4,7 +4,7 @@ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. // Your real engine/app may not use them. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index 680f179e7..b6345bd17 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -26,7 +26,7 @@ void CleanupRenderTarget(); int main(int, char**) { // Setup SDL - // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 9bc88d90b..9a0f07c61 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -17,7 +17,7 @@ int main(int, char**) { // Setup SDL - // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 164154659..03cd3a7bd 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -27,7 +27,7 @@ int main(int, char**) { // Setup SDL - // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 12c262e9a..1969b4525 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -4,7 +4,7 @@ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count) } } -// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. // Your real engine/app may not use them. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) { diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index e1eee2368..d7b108ef3 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -159,9 +159,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); - // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! - // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // If auto-detection fails or doesn't select the same GL loader file as used by your application, // you are likely to get a crash below. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. const char* gl_loader = "Unknown"; diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 1cb790b16..75f8f8c8f 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -40,8 +40,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android // Desktop OpenGL: attempt to detect default GL loader based on available header files. -// If auto-detection fails or doesn't select the same GL loader file as used by your application, -// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 9d977f005..2b8a3702c 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -16,7 +16,7 @@ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index f2bf92938..5b0bd7b31 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -16,7 +16,7 @@ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering back-end in your engine/app. -// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. @@ -116,9 +116,9 @@ struct ImGui_ImplVulkanH_Window ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; - ImGui_ImplVulkanH_Window() - { - memset(this, 0, sizeof(*this)); + ImGui_ImplVulkanH_Window() + { + memset(this, 0, sizeof(*this)); PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; ClearEnable = true; } diff --git a/imgui.cpp b/imgui.cpp index 390f555fa..fc1553339 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2327,7 +2327,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis - + if (ellipsis_char_count > 1) { // Full ellipsis size without free spacing after it. @@ -2335,7 +2335,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; } - + // We can now claim the space between pos_max.x and ellipsis_max.x const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; From 9d6b2b096b20fa654c84fd8bb4d9631c250b33d6 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 15 Oct 2019 15:48:46 +0300 Subject: [PATCH 481/687] Ignore directories created by JetBrains IDEs. (cherry picked from commit c470de572c2f63e7ba5eeb7d97bc1f4bc114b375) --- examples/.gitignore | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/examples/.gitignore b/examples/.gitignore index d56b94f0d..2b5671a86 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -40,3 +40,7 @@ example_sdl_opengl3/example_sdl_opengl3 ## Dear ImGui Ini files imgui.ini + +## JetBrains IDEs +.idea +cmake-build-* From 5fc427a49e1f2935b26e211ddcd5b9c32e3eee61 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 16 Oct 2019 11:03:41 +0200 Subject: [PATCH 482/687] Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. (#2848) --- docs/CHANGELOG.txt | 2 + docs/FAQ.md | 510 +++++++++++++++++++++++++++++++++++++++++++++ imgui.cpp | 52 ++--- 3 files changed, 528 insertions(+), 36 deletions(-) create mode 100644 docs/FAQ.md diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 16d53e021..ee9fcdd2e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Other Changes: incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] +- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] diff --git a/docs/FAQ.md b/docs/FAQ.md new file mode 100644 index 000000000..9fc362348 --- /dev/null +++ b/docs/FAQ.md @@ -0,0 +1,510 @@ +# FAQ (Frequenty Asked Questions) + +You may browse this document at: + https://github.com/ocornut/imgui/blob/master/docs/FAQ.md +or use any Markdown viewer. + + +## Index + +| **Q&A: Basics** | +:---------------------------------------------------------- | +| [Where is the documentation?](#q-where-is-the-documentation) | +| [Which version should I get?](#q-which-version-should-i-get) | +| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-names-dear-imgui-vs-imgui) | +| **Q&A: Concerns** | +| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | +| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | +| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) | +| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | +| **Q&A: Integration** | +| [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) | +| [How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)](#q-how-can-i-use-this-without-a-mouse-without-a-keyboard-or-without-a-screen-gamepad-input-share-remote-display) | +| [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) | +| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | +| **Q&A: Usage** | +| [Why are multiple widgets reacting when I interact with a single one?
How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) | +| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | +| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | +| [How can I use low-level drawing facilities? (using ImDrawList API)](#q-how-can-i-use-low-level-drawing-facilities-using-imdrawlist-api) | +| **Q&A: Fonts, Text** | +| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | +| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | +| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) | +| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) | +| **Q&A: Community** | +| [How can I help?](#q-how-can-i-help) | + + +# Q&A: Basics + +### Q: Where is the documentation? + +**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.** +- Run the examples/ and explore them. +- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. +- The demo covers most features of Dear ImGui, so you can read the code and see its output. +- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). +- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. +- Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + +--- + +### Q: Which version should I get? +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. + +You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109) +- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) + +Many projects are using this branch and it is kept in sync with master regularly. + +--- + +### Q: Why the names "Dear ImGui" vs "ImGui"? + +**TL;DR: Please try to refer to this library as "Dear ImGui".** + +The library started its life as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. + +##### [Return to Index](#index) + + +# Q&A: Concerns + +### Q: Who uses Dear ImGui? + +You may take a look at: + +- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) +- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) +- [Gallery](https://github.com/ocornut/imgui/issues/2847) + +### Q: Can you create elaborate/serious tools with Dear ImGui? + +Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. + +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. + +Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. + +### Q: Can you reskin the look of Dear ImGui? + +Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. + +A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)) +![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) + +### Q: Why using C++ (as opposed to C)? + +Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. + +There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. + +##### [Return to Index](#index) + + +# Q&A: Integration + +### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + +You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure. + +e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` + +- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. +- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. +- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + +**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false. + This is because imgui needs to detect that you clicked in the void to unfocus its own windows. + +**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`. + +**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + +--- + +### Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) +- You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". +(short version: map gamepad inputs into the io.NavInputs[] array + set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). +- You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](https://symless.com/synergy) +This is the preferred solution for developer productivity. +In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple +and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect +to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. +Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. +- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See Wiki index for most details. +- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate +for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing +for screen real-estate and precision. + +--- + +### Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. +In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). +Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. + +--- + +### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. +You are probably mishandling the clipping rectangles in your render function. +Rectangles provided by ImGui are defined as +`(x1=left,y1=top,x2=right,y2=bottom)` +and **NOT** as +`(x1,y1,width,height)` + +##### [Return to Index](#index) + + +# Q&A: Usage + +### Q: Why are multiple widgets reacting when I interact with a single one?
Q: How can I have multiple widgets with the same label or with an empty label? + +A primer on labels and the ID Stack... + +Dear ImGui internally need to uniquely identify UI elements. +Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. +Interactive widgets (such as calls to Button buttons) need a unique ID. +Unique ID are used internally to track active widgets and occasionally associate state to widgets. +Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. + +- Unique ID are often derived from a string label: +```c +Button("OK"); // Label = "OK", ID = hash of (..., "OK") +Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") +``` +- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having +two buttons labeled "OK" in different windows or different tree locations is fine. +We used "..." above to signify whatever was already pushed to the ID stack previously: +```c +Begin("MyWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") +End(); +Begin("MyOtherWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") +End(); +``` +- If you have a same ID twice in the same location, you'll have a conflict: +```c +Button("OK"); +Button("OK"); // ID collision! Interacting with either button will trigger the first one. +``` +Fear not! this is easy to solve and there are many ways to solve it! + +- Solving ID conflict in a simple/local context: +When passing a label you can optionally specify extra ID information within string itself. +Use "##" to pass a complement to the ID that won't be visible to the end-user. +This helps solving the simple collision cases when you know e.g. at compilation time which items +are going to be created: +```c +Begin("MyWindow"); +Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") +Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above +Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above +End(); +``` +- If you want to completely hide the label, but still need an ID: +```c +Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! +``` +- Occasionally/rarely you might want change a label while preserving a constant ID. This allows +you to animate labels. For example you may want to include varying information in a window title bar, +but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: +```c +Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") +Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different + +sprintf(buf, "My game (%f FPS)###MyGame", fps); +Begin(buf); // Variable title, ID = hash of "MyGame" +``` +- Solving ID conflict in a more general manner: +Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts +within the same window. This is the most convenient way of distinguishing ID when iterating and +creating many UI elements programmatically. +You can push a pointer, a string or an integer value into the ID stack. +Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. +At each level of the stack we store the seed used for items at this level of the ID stack. +```c +Begin("Window"); +for (int i = 0; i < 100; i++) +{ + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); +} +End(); +``` +- You can stack multiple prefixes into the ID stack: +```c +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); +PopID(); +``` +- Tree nodes implicitly creates a scope for you by calling PushID(). +```c +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) +{ + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); +} +``` +- When working with trees, ID are used to preserve the open/close state of each tree node. +Depending on your use cases you may want to use strings, indices or pointers as ID. +e.g. when following a single pointer that may change over time, using a static string as ID +will preserve your node open/closed state when the targeted object change. +e.g. when displaying a list of objects, using indices or pointers as ID will preserve the +node open/closed state differently. See what makes more sense in your situation! + +--- + +### Q: How can I display an image? What is ImTextureID, how does it work? + +Short explanation: +- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. +- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. +- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + +**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** + +Long explanation: +- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). +- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. +ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. +Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. +- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: +``` +OpenGL: +- ImTextureID = GLuint +- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp + +DirectX9: +- ImTextureID = LPDIRECT3DTEXTURE9 +- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp + +DirectX11: +- ImTextureID = ID3D11ShaderResourceView* +- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp + +DirectX12: +- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE +- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp +``` +For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. +Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it. + +- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. +If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice. +(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) + +User code may do: +```cpp +// Cast our texture type to ImTextureID / void* +MyTexture* texture = g_CoffeeTableTexture; +ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); +``` +The renderer function called after ImGui::Render() will receive that same value that the user code passed: +```cpp +// Cast ImTextureID / void* stored in the draw command as our texture type +MyTexture* texture = (MyTexture*)pcmd->TextureId; +MyEngineBindTexture2D(texture); +``` +Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. +This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. +If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. + +Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + +C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. +Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. +Examples: +```cpp +GLuint my_tex = XXX; +void* my_void_ptr; +my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) +my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint + +ID3D11ShaderResourceView* my_dx11_srv = XXX; +void* my_void_ptr; +my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* +my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* +``` +Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + +--- + +### Q: How can I use my own math types instead of ImVec2/ImVec4? + +You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. +This way you'll be able to use your own types everywhere, e.g. passing MyVector2 or glm::vec2 to ImGui functions instead of ImVec2. + +--- + +### Q: How can I interact with standard C++ types (such as std::string and std::vector)? +- Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. +- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h). +- To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API +lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. +Prefer using them over the old and awkward Combo()/ListBox() api. +- Generally for most high-level types you should be able to access the underlying data type. +You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). +- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass +to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. +Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. +Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those +are not configurable and not the same across implementations. +- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount +of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern +is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. +One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str +This is a small helper where you can instance strings with configurable local buffers length. Many game engines will +provide similar or better string helpers. + +--- + +### Q: How can I use low-level drawing facilities? (using ImDrawList API) +- You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. +(The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) +Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. +- You can call `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` and use those draw list to display +contents behind or over every other imgui windows (one bg/fg drawlist per viewport). +- You can create your own ImDrawList instance. You'll need to initialize them with ImGui::GetDrawListSharedData(), or create your own instancing ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + +##### [Return to Index](#index) + + +# Q&A: Fonts, Text + +### Q: How can I load a different font than the default? +Use the font atlas to load the TTF/OTF file you want: + +```c +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); +io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() +``` + +Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + +(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + +(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.) + +New programmers: remember that in C/C++ and most programming languages if you want to use a +backslash \ within a string literal, you need to write it double backslash "\\": + +```c +io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escape the M here!) +io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT +io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT +``` + +--- + +### Q: How can I easily use icons in my application? +The most convenient and practical way is to merge an icon font such as FontAwesome inside you +main font. Then you can refer to icons within your strings. +You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. +(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.) +With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, +and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. + +--- + +### Q: How can I load multiple fonts? +Use the font atlas to pack them into a single texture: +(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.) + +```cpp +ImGuiIO& io = ImGui::GetIO(); +ImFont* font0 = io.Fonts->AddFontDefault(); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); +io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() +// the first loaded font gets used by default +// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime + +// Options +ImFontConfig config; +config.OversampleH = 2; +config.OversampleV = 1; +config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up +config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); + +// Combine multiple fonts into one (e.g. for icon fonts) +static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontDefault(); +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs +``` + +--- + +### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? +When loading a font, pass custom Unicode ranges to specify the glyphs to load. + +```cpp +// Add default Japanese ranges +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + +// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) +ImVector ranges; +ImFontGlyphRangesBuilder builder; +builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) +builder.AddChar(0x7262); // Add a specific character +builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges +builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data); +``` + +All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 +by using the u8"hello" syntax. Specifying literal in your source code using a local code page +(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! +Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + +Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). +The applications in examples/ are doing that. +Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). +You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. +Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for +the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. + +##### [Return to Index](#index) + +# Q&A: Community + +### Q: How can I help? +- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help! +- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for Dear ImGui. With increased funding we will be able to hire more people working on this project. +- Individuals: you can also become a [Patron](http://www.patreon.com/imgui) or donate on PayPal! See README. +- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. +You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. +But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. +- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete pR. + +##### [Return to Index](#index) diff --git a/imgui.cpp b/imgui.cpp index fc1553339..597e681c5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -28,7 +28,7 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE -- PROGRAMMER GUIDE (read me!) +- PROGRAMMER GUIDE - Read first. - How to update to a newer version of Dear ImGui. - Getting started with integrating Dear ImGui in your code/engine. @@ -37,26 +37,7 @@ DOCUMENTATION - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - - All answers in https://github.com/ocornut/imgui/wiki/FAQ - - Where is the documentation? - - Which version should I get? - - Who uses Dear ImGui? - - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - Why are multiple widgets reacting when I interact with a single one? How can I have - multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) - - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) @@ -138,7 +119,7 @@ CODE READ FIRST: - - Read the FAQ below this section! + - Remember to read the FAQ (https://www.dearimgui.org/faq) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. @@ -235,7 +216,7 @@ CODE // At this point you've got the texture data and you need to upload that your your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->TexID = (void*)texture; @@ -321,8 +302,8 @@ CODE - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the - rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. - - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. + - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS @@ -574,12 +555,11 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ - All answers in: https://github.com/ocornut/imgui/wiki/FAQ - Some answers are copied down here to facilitate searching in code or because they are most likely to - be varying depending on your version of the code. + Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + Some answers are copied down here to facilitate searching in code. Q&A: Basics =========== @@ -597,7 +577,7 @@ CODE Q: Which version should I get? Q: Why the names "Dear ImGui" vs "ImGui"? - A: See https://github.com/ocornut/imgui/wiki/FAQ + >> See https://www.dearimgui.org/faq Q&A: Concerns ============= @@ -606,7 +586,7 @@ CODE Q: Can you create elaborate/serious tools with Dear ImGui? Q: Can you reskin the look of Dear ImGui? Q: Why using C++ (as opposed to C)? - A: See https://github.com/ocornut/imgui/wiki/FAQ + >> See https://www.dearimgui.org/faq Q&A: Integration ================ @@ -629,7 +609,7 @@ CODE Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: See https://github.com/ocornut/imgui/wiki/FAQ + >> See https://www.dearimgui.org/faq Q&A: Usage ---------- @@ -751,12 +731,12 @@ CODE node open/closed state differently. See what makes more sense in your situation! Q: How can I display an image? What is ImTextureID, how does it works? - A: See https://github.com/ocornut/imgui/wiki/FAQ and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I use low-level drawing facilities? (using ImDrawList API) - A: See https://github.com/ocornut/imgui/wiki/FAQ + >> See https://www.dearimgui.org/faq Q&A: Fonts, Text ================ @@ -765,7 +745,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: See https://github.com/ocornut/imgui/wiki/FAQ and misc/fonts/README.txt + >> See https://www.dearimgui.org/faq and misc/fonts/README.txt Q&A: Community ============== From 3bbc27ebd98771edad15f5be200510c2ef8445c2 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 16 Oct 2019 11:23:15 +0200 Subject: [PATCH 483/687] Fixed more FAQ links. (#2848) --- docs/FAQ.md | 36 ++++++++++++++++--------------- docs/README.md | 2 +- docs/issue_template.md | 12 +++++------ examples/imgui_impl_allegro5.cpp | 2 +- examples/imgui_impl_allegro5.h | 2 +- examples/imgui_impl_dx10.cpp | 2 +- examples/imgui_impl_dx10.h | 2 +- examples/imgui_impl_dx11.cpp | 2 +- examples/imgui_impl_dx11.h | 2 +- examples/imgui_impl_dx12.cpp | 2 +- examples/imgui_impl_dx12.h | 2 +- examples/imgui_impl_dx9.cpp | 2 +- examples/imgui_impl_dx9.h | 2 +- examples/imgui_impl_marmalade.cpp | 2 +- examples/imgui_impl_marmalade.h | 2 +- examples/imgui_impl_metal.h | 2 +- examples/imgui_impl_metal.mm | 2 +- examples/imgui_impl_opengl2.cpp | 2 +- examples/imgui_impl_opengl2.h | 2 +- examples/imgui_impl_opengl3.cpp | 2 +- examples/imgui_impl_opengl3.h | 2 +- misc/fonts/README.txt | 2 +- 22 files changed, 45 insertions(+), 43 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index 9fc362348..6dfdb436b 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -1,8 +1,10 @@ # FAQ (Frequenty Asked Questions) -You may browse this document at: +You may link to this document using short form: + https://www.dearimgui.org/faq +or its real address: https://github.com/ocornut/imgui/blob/master/docs/FAQ.md -or use any Markdown viewer. +or view this file with any Markdown viewer. ## Index @@ -24,13 +26,13 @@ or use any Markdown viewer. | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | **Q&A: Usage** | | [Why are multiple widgets reacting when I interact with a single one?
How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) | -| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | | [How can I use low-level drawing facilities? (using ImDrawList API)](#q-how-can-i-use-low-level-drawing-facilities-using-imdrawlist-api) | | **Q&A: Fonts, Text** | | [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | -| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | +| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | | [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) | | [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) | | **Q&A: Community** | @@ -52,7 +54,7 @@ or use any Markdown viewer. --- ### Q: Which version should I get? -I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: - [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109) @@ -87,11 +89,11 @@ Yes. People have written game editors, data browsers, debuggers, profilers and a Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. -Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. +Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. ### Q: Can you reskin the look of Dear ImGui? -Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. +Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)) ![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) @@ -110,7 +112,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci ### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure. - + e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` - When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. @@ -150,9 +152,9 @@ Also make sure your orthographic projection matrix and io.DisplaySize matches yo ### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. You are probably mishandling the clipping rectangles in your render function. -Rectangles provided by ImGui are defined as -`(x1=left,y1=top,x2=right,y2=bottom)` -and **NOT** as +Rectangles provided by ImGui are defined as +`(x1=left,y1=top,x2=right,y2=bottom)` +and **NOT** as `(x1,y1,width,height)` ##### [Return to Index](#index) @@ -282,7 +284,7 @@ node open/closed state differently. See what makes more sense in your situation! Short explanation: - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples -- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. +- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). @@ -294,21 +296,21 @@ Long explanation: We carry the information to identify a "texture" in the ImTextureID type. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. -- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: +- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: ``` OpenGL: - ImTextureID = GLuint - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp -DirectX9: +DirectX9: - ImTextureID = LPDIRECT3DTEXTURE9 - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp -DirectX11: +DirectX11: - ImTextureID = ID3D11ShaderResourceView* - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp -DirectX12: +DirectX12: - ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp ``` @@ -331,7 +333,7 @@ The renderer function called after ImGui::Render() will receive that same value MyTexture* texture = (MyTexture*)pcmd->TextureId; MyEngineBindTexture2D(texture); ``` -Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. +Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. diff --git a/docs/README.md b/docs/README.md index 1991b9547..50a50c9d8 100644 --- a/docs/README.md +++ b/docs/README.md @@ -157,7 +157,7 @@ Custom engine ### Support, Frequently Asked Questions (FAQ) -Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/wiki/FAQ) page, e.g.: +Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page, e.g.: **Basics** - "Where is the documentation?" diff --git a/docs/issue_template.md b/docs/issue_template.md index 21f0c1a92..bd05f0a58 100644 --- a/docs/issue_template.md +++ b/docs/issue_template.md @@ -1,16 +1,16 @@ (Click "Preview" to turn any http URL into a clickable link) -1. PLEASE CAREFULLY READ: -https://github.com/ocornut/imgui/issues/2261 +1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) -2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum: -https://discourse.dearimgui.org +2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261 -3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1). +2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started). + +3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2). 4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. -5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. +5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. Thank you! diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 525ad5c97..8cee95f03 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -2,7 +2,7 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Issues: diff --git a/examples/imgui_impl_allegro5.h b/examples/imgui_impl_allegro5.h index bc995a5ac..8b9a47d14 100644 --- a/examples/imgui_impl_allegro5.h +++ b/examples/imgui_impl_allegro5.h @@ -2,7 +2,7 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Issues: diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 6dec6147b..362756dbb 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h index db156e17a..94e6db807 100644 --- a/examples/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 197bbe023..2b80f7664 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h index 1741a5d35..5eee80d54 100644 --- a/examples/imgui_impl_dx11.h +++ b/examples/imgui_impl_dx11.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 3161d1837..6d6161a17 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h index 8ae75e532..274c1c92b 100644 --- a/examples/imgui_impl_dx12.h +++ b/examples/imgui_impl_dx12.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 2ee76ca6f..82b964751 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h index 1eaea87d3..a0413e002 100644 --- a/examples/imgui_impl_dx9.h +++ b/examples/imgui_impl_dx9.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index 497a5705e..0675c6b4f 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -2,7 +2,7 @@ // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Implemented features: -// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! // Missing features: // [ ] Renderer: Clipping rectangles are not honored. diff --git a/examples/imgui_impl_marmalade.h b/examples/imgui_impl_marmalade.h index 8a767f9da..01fbd0d28 100644 --- a/examples/imgui_impl_marmalade.h +++ b/examples/imgui_impl_marmalade.h @@ -2,7 +2,7 @@ // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Implemented features: -// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h index 869c3e523..7fa558fa0 100644 --- a/examples/imgui_impl_metal.h +++ b/examples/imgui_impl_metal.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index f3f1b126c..9d1045f14 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index fbe278c7f..a3496225b 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h index 2e3271dcf..009052d70 100644 --- a/examples/imgui_impl_opengl2.h +++ b/examples/imgui_impl_opengl2.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index d7b108ef3..3824647ae 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -4,7 +4,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 75f8f8c8f..2d10ea302 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -4,7 +4,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 39e0dd48d..4ddafe62a 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -13,7 +13,7 @@ You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). -Also read dear imgui FAQ in imgui.cpp! +Also read the FAQ: https://www.dearimgui.org/faq If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum: https://discourse.dearimgui.org/c/getting-started From 9994f5bcbed2649907ecc52be0010f8f3c9a697e Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 16 Oct 2019 11:28:45 +0200 Subject: [PATCH 484/687] Fixed more FAQ links, oops.. (#2848) --- docs/README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/README.md b/docs/README.md index 50a50c9d8..aaca03164 100644 --- a/docs/README.md +++ b/docs/README.md @@ -118,7 +118,7 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so. -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://github.com/ocornut/imgui/wiki/FAQ), comments, and one of the examples/ application!** +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!** Officially maintained bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. @@ -134,7 +134,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. ### Upcoming Changes -Some of the goals for 2019 are: +Some of the goals for 2019+ are: - Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) From 53278be61f9ff67e43024032e1a3e155179b8c6a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 18 Oct 2019 12:54:30 +0200 Subject: [PATCH 485/687] FAQ, Readme. Use = {} instead of = { 0 }, wasn't problematic because they were all static variables or one stack array not read. But hey. --- docs/FAQ.md | 42 ++++++++++++++++++++++++++++-------- docs/README.md | 4 ++-- docs/TODO.txt | 1 + examples/imgui_impl_glfw.cpp | 2 +- examples/imgui_impl_osx.mm | 2 +- examples/imgui_impl_sdl.cpp | 2 +- imgui.cpp | 4 ++-- imgui_demo.cpp | 6 +++--- 8 files changed, 44 insertions(+), 19 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index 6dfdb436b..6430f6787 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -13,7 +13,7 @@ or view this file with any Markdown viewer. :---------------------------------------------------------- | | [Where is the documentation?](#q-where-is-the-documentation) | | [Which version should I get?](#q-which-version-should-i-get) | -| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-names-dear-imgui-vs-imgui) | +| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-the-names-dear-imgui-vs-imgui) | | **Q&A: Concerns** | | [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | | [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | @@ -29,7 +29,7 @@ or view this file with any Markdown viewer. | [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | -| [How can I use low-level drawing facilities? (using ImDrawList API)](#q-how-can-i-use-low-level-drawing-facilities-using-imdrawlist-api) | +| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) | | **Q&A: Fonts, Text** | | [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | | [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | @@ -386,13 +386,37 @@ provide similar or better string helpers. --- -### Q: How can I use low-level drawing facilities? (using ImDrawList API) -- You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. -(The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) -Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. -- You can call `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` and use those draw list to display -contents behind or over every other imgui windows (one bg/fg drawlist per viewport). -- You can create your own ImDrawList instance. You'll need to initialize them with ImGui::GetDrawListSharedData(), or create your own instancing ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. +### Q: How can I display custom shapes? (using low-level ImDrawList API) + +- You can use the low-level `ImDrawList` api to render shapes within a window. + +``` +ImGui::Begin("My shapes"); + +ImDrawList* draw_list = ImGui::GetWindowDrawList(); + +// Get the current ImGui cursor position +ImVec2 p = ImGui::GetCursorScreenPos(); + +// Draw a red circle +draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16); + +// Draw a 3 pixel thick yellow line +draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f); + +// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized) +ImGui::Dummy(ImVec2(200, 200)); + +ImGui::End(); +``` +![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png) + +- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples. +- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`. +- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`. +- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window. +- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. +- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data. ##### [Return to Index](#index) diff --git a/docs/README.md b/docs/README.md index aaca03164..a99ffe672 100644 --- a/docs/README.md +++ b/docs/README.md @@ -184,7 +184,7 @@ Most common questions will be answered by the [Frequently Asked Questions (FAQ)] - "How can I display an image? What is ImTextureID, how does it work?" - "How can I use my own math types instead of ImVec2/ImVec4?" - "How can I interact with standard C++ types (such as std::string and std::vector)?" -- "How can I use low-level drawing facilities? (using ImDrawList API)" +- "How can I display custom shapes? (using low-level ImDrawList API)" **Fonts, Text** - "How can I load a different font than the default?" @@ -247,7 +247,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. *Salty caramel supporters* -- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. +- Remedy Entertainment, Next Level Games, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. *Caramel supporters* - Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer. diff --git a/docs/TODO.txt b/docs/TODO.txt index 7ca24ca87..b9fcecee7 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -363,6 +363,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - demo: add vertical separator demo - demo: add virtual scrolling example? - demo: demonstrate Plot offset + - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - examples: apple: example_apple should be using modern GL3. diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index a9e72c6cb..dbf1188d2 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -61,7 +61,7 @@ static GLFWwindow* g_Window = NULL; // Main window static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static double g_Time = 0.0; static bool g_MouseJustPressed[5] = { false, false, false, false, false }; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index a491616a5..4f4e97534 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -24,7 +24,7 @@ // Data static CFAbsoluteTime g_Time = 0.0; -static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static bool g_MouseCursorHidden = false; // Undocumented methods for creating cursors. diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 426775810..06d27b21f 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -57,7 +57,7 @@ static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; -static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static char* g_ClipboardTextData = NULL; static const char* ImGui_ImplSDL2_GetClipboardText(void*) diff --git a/imgui.cpp b/imgui.cpp index 597e681c5..700138f47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -735,7 +735,7 @@ CODE Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? - Q: How can I use low-level drawing facilities? (using ImDrawList API) + Q: How can I display custom shapes? (using low-level ImDrawList API) >> See https://www.dearimgui.org/faq Q&A: Fonts, Text @@ -5522,7 +5522,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; + ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); if (!window->Collapsed) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0eeec9801..8e7658630 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -923,7 +923,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("In columns")) { ImGui::Columns(3, NULL, false); - static bool selected[16] = { 0 }; + static bool selected[16] = {}; for (int i = 0; i < 16; i++) { char label[32]; sprintf(label, "Item %d", i); @@ -1075,7 +1075,7 @@ static void ShowDemoWindowWidgets() // Create a dummy array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter. - static float values[90] = { 0 }; + static float values[90] = {}; static int values_offset = 0; static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) @@ -1176,7 +1176,7 @@ static void ShowDemoWindowWidgets() // Generate a dummy default palette. The palette will persist and can be edited. static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = { }; + static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) From 714fe29d1a93a9d5b62dce1859aa195ef1fb096c Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Thu, 17 Oct 2019 12:36:26 +0300 Subject: [PATCH 486/687] Replace manual flooring with IM_FLOOR() macro. (#2850) Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC. (cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3) --- imgui.cpp | 36 +++++++------- imgui_draw.cpp | 14 +++--- imgui_internal.h | 3 +- imgui_widgets.cpp | 80 ++++++++++++++++---------------- misc/freetype/imgui_freetype.cpp | 4 +- 5 files changed, 69 insertions(+), 68 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 700138f47..50dd96478 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -302,7 +302,7 @@ CODE - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the - rest of your application. In every cases you need to pass on the inputs to Dear ImGui. + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS @@ -605,7 +605,7 @@ CODE Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. @@ -2781,8 +2781,8 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -4121,7 +4121,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = (float)(int)(text_size.x + 0.95f); + text_size.x = IM_FLOOR(text_size.x + 0.95f); return text_size; } @@ -4763,8 +4763,8 @@ static ImVec2 CalcWindowContentSize(ImGuiWindow* window) return window->ContentSize; ImVec2 sz; - sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); return sz; } @@ -4875,8 +4875,8 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); @@ -5184,7 +5184,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl if (flags & ImGuiWindowFlags_UnsavedDocument) { ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); } } @@ -5524,7 +5524,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) int border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; @@ -5592,9 +5592,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Default item width. Make it proportional to window size if window manually resizes if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); // SCROLLING @@ -5988,8 +5988,8 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components-1; i++) window->DC.ItemWidthStack.push_back(w_item_one); @@ -6020,7 +6020,7 @@ float ImGui::CalcItemWidth() float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } - w = (float)(int)w; + w = IM_FLOOR(w); return w; } @@ -7125,7 +7125,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); window->ScrollTargetCenterRatio.x = center_x_ratio; } @@ -7135,7 +7135,7 @@ void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); local_y -= decoration_up_height; - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); window->ScrollTargetCenterRatio.y = center_y_ratio; } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 4a6dce6d1..e2b5ee865 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2069,7 +2069,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { @@ -2080,7 +2080,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); float char_off_x = font_off_x; if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; // Register glyph stbtt_aligned_quad q; @@ -2591,7 +2591,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX if (ConfigData->PixelSnapH) - glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f); // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) DirtyLookupTables = true; @@ -2833,8 +2833,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (const ImFontGlyph* glyph = FindGlyph(c)) { float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); draw_list->PrimReserve(6, 4); draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } @@ -2846,8 +2846,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) diff --git a/imgui_internal.h b/imgui_internal.h index e7868613f..feee1036e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -144,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds // Debug Logging #ifndef IMGUI_DEBUG_LOG @@ -569,7 +570,7 @@ struct IMGUI_API ImRect void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index b2398a00f..d223f147c 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -808,7 +808,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa const bool horizontal = (axis == ImGuiAxis_X); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); @@ -851,7 +851,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Apply scroll // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + *p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); @@ -1004,12 +1004,12 @@ bool ImGui::Checkbox(const char* label, bool* v) if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) - ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } else if (*v) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); } @@ -1057,8 +1057,8 @@ bool ImGui::RadioButton(const char* label, bool active) return false; ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; + center.x = IM_FLOOR(center.x + 0.5f); + center.y = IM_FLOOR(center.y + 0.5f); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -1070,7 +1070,7 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } @@ -4022,9 +4022,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { const float scroll_increment_x = inner_size.x * 0.25f; if (cursor_offset.x < state->ScrollX) - state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); else if (cursor_offset.x - inner_size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - inner_size.x + scroll_increment_x); + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); } else { @@ -4072,7 +4072,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) @@ -4239,8 +4239,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4515,7 +4515,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -4795,13 +4795,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + sv_cursor_pos.x = ImClamp(IM_FLOOR(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_FLOOR(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } @@ -4819,7 +4819,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } @@ -4876,7 +4876,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bb_inner.Expand(off); if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { - float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } @@ -5228,8 +5228,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { // Framed header expand a little outside the default padding, to the edge of InnerClipRect // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing @@ -5242,7 +5242,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImRect interact_bb = frame_bb; if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; - + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. @@ -5521,8 +5521,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Selectables are tightly packed together so we extend the box to cover spacing between selectable. const float spacing_x = style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = (float)(int)(spacing_x * 0.50f); - const float spacing_U = (float)(int)(spacing_y * 0.50f); + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); @@ -5972,7 +5972,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; - Pos[i] = (float)(int)Width; + Pos[i] = IM_FLOOR(Width); Width += NextWidths[i]; NextWidths[i] = 0.0f; } @@ -6129,19 +6129,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu inside a menu popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); @@ -6280,16 +6280,16 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); if (shortcut_size.x > 0.0f) @@ -6583,7 +6583,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // If we don't have enough room, resize down the largest tabs first ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); } else { @@ -6984,7 +6984,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Layout size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); @@ -7042,7 +7042,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } @@ -7152,7 +7152,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (flags & ImGuiTabItemFlags_UnsavedDocument) { text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; @@ -7461,7 +7461,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } @@ -7476,7 +7476,7 @@ void ImGui::NextColumn() if (columns->Count == 1) { - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } @@ -7501,7 +7501,7 @@ void ImGui::NextColumn() columns->Current = 0; columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; @@ -7568,7 +7568,7 @@ void ImGui::EndColumns() // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; + const float xi = IM_FLOOR(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } @@ -7588,7 +7588,7 @@ void ImGui::EndColumns() window->WorkRect = columns->HostWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } // [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index d3f2bf54b..3a89df596 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -545,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns const float descent = src_tmp.Font.Info.Descender; ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + IM_FLOOR(dst_font->Ascent + 0.5f); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) @@ -572,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); float char_off_x = font_off_x; if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; // Register glyph float x0 = info.OffsetX + char_off_x; From 4de32cc87ec6e446fb08998ec1933b3913216592 Mon Sep 17 00:00:00 2001 From: malte-v <34393802+malte-v@users.noreply.github.com> Date: Fri, 18 Oct 2019 16:25:18 +0200 Subject: [PATCH 487/687] Backends: GLFW: Restore previously installed user callbacks in ImplGlfw when ImGui shuts down (#2836) --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_glfw.cpp | 12 ++++++++++++ 2 files changed, 13 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ee9fcdd2e..bed35ef38 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,6 +54,7 @@ Other Changes: - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] +- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index dbf1188d2..a28634e20 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. @@ -62,6 +63,7 @@ static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static double g_Time = 0.0; static bool g_MouseJustPressed[5] = { false, false, false, false, false }; static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; +static bool g_InstalledCallbacks = false; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; @@ -183,6 +185,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_PrevUserCallbackChar = NULL; if (install_callbacks) { + g_InstalledCallbacks = true; g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); @@ -205,6 +208,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfw_Shutdown() { + if (g_InstalledCallbacks) + { + glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); + glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); + glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); + glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); + g_InstalledCallbacks = false; + } + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) { glfwDestroyCursor(g_MouseCursors[cursor_n]); From eedc8f993f9b69db3e3d5540be55c5774b836342 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 18 Oct 2019 18:20:53 +0200 Subject: [PATCH 488/687] Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. --- docs/CHANGELOG.txt | 1 + examples/example_win32_directx12/main.cpp | 29 ++++++++++++++++------- 2 files changed, 22 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bed35ef38..c941f2cda 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,7 @@ Other Changes: - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] - Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 90631e852..e555051cd 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -9,7 +9,12 @@ #include #include -#define DX12_ENABLE_DEBUG_LAYER 0 +//#define DX12_ENABLE_DEBUG_LAYER + +#ifdef DX12_ENABLE_DEBUG_LAYER +#include +#pragma comment(lib, "dxguid.lib") +#endif struct FrameContext { @@ -233,15 +238,14 @@ bool CreateDeviceD3D(HWND hWnd) sd.Stereo = FALSE; } - if (DX12_ENABLE_DEBUG_LAYER) +#ifdef DX12_ENABLE_DEBUG_LAYER + ID3D12Debug* pdx12Debug = NULL; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) { - ID3D12Debug* dx12Debug = NULL; - if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) - { - dx12Debug->EnableDebugLayer(); - dx12Debug->Release(); - } + pdx12Debug->EnableDebugLayer(); + pdx12Debug->Release(); } +#endif D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) @@ -329,6 +333,15 @@ void CleanupDeviceD3D() if (g_fence) { g_fence->Release(); g_fence = NULL; } if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + +#ifdef DX12_ENABLE_DEBUG_LAYER + IDXGIDebug1* pDebug = NULL; + if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) + { + pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); + pDebug->Release(); + } +#endif } void CreateRenderTarget() From 6ffee0e75e8f677c5fd8280dfe544c3fcb325f45 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 18 Oct 2019 18:32:48 +0200 Subject: [PATCH 489/687] Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport features (docking branch). (#2851) + Using SafeRelease() in master. --- docs/CHANGELOG.txt | 2 ++ examples/example_win32_directx12/main.cpp | 2 +- examples/imgui_impl_dx12.cpp | 36 +++++++++++++++-------- examples/imgui_impl_dx12.h | 3 +- 4 files changed, 29 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c941f2cda..d41923bab 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,8 @@ Breaking Changes: Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. +- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. + The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] Other Changes: - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index e555051cd..968ef7d9c 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -85,7 +85,7 @@ int main(int, char**) // Setup Platform/Renderer bindings ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, - DXGI_FORMAT_R8G8B8A8_UNORM, + DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 6d6161a17..83d685273 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. @@ -56,6 +57,14 @@ static FrameResources* g_pFrameResources = NULL; static UINT g_numFramesInFlight = 0; static UINT g_frameIndex = UINT_MAX; +template +static void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = NULL; +} + struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) { - if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); @@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) { - if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); @@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - if (g_pFontTextureResource != NULL) - g_pFontTextureResource->Release(); + SafeRelease(g_pFontTextureResource); g_pFontTextureResource = pTexture; } @@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (!g_pd3dDevice) return; + SafeRelease(g_pVertexShaderBlob); + SafeRelease(g_pPixelShaderBlob); + SafeRelease(g_pRootSignature); + SafeRelease(g_pPipelineState); + SafeRelease(g_pFontTextureResource); + ImGuiIO& io = ImGui::GetIO(); - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } - if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } - if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + for (UINT i = 0; i < g_numFramesInFlight; i++) { FrameResources* fr = &g_pFrameResources[i]; - if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } - if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + SafeRelease(fr->IndexBuffer); + SafeRelease(fr->VertexBuffer); } } -bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { // Setup back-end capabilities flags @@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO g_pFrameResources = new FrameResources[num_frames_in_flight]; g_numFramesInFlight = num_frames_in_flight; g_frameIndex = UINT_MAX; + IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h index 274c1c92b..6c05805b5 100644 --- a/examples/imgui_impl_dx12.h +++ b/examples/imgui_impl_dx12.h @@ -15,6 +15,7 @@ enum DXGI_FORMAT; struct ID3D12Device; +struct ID3D12DescriptorHeap; struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; @@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE; // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. -IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); From 7dbae8a1988b5175389c0064d208b3f7ef96106f Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 21 Oct 2019 13:26:47 +0200 Subject: [PATCH 490/687] Doc: Simplified Readme, removed FAQ index --- docs/README.md | 57 +++++++------------------------------------------- 1 file changed, 8 insertions(+), 49 deletions(-) diff --git a/docs/README.md b/docs/README.md index a99ffe672..e91db64cf 100644 --- a/docs/README.md +++ b/docs/README.md @@ -29,23 +29,15 @@ Dear ImGui is particularly suited to integration in games engine (for tooling), ### Usage -Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: -- imgui.cpp -- imgui.h -- imgui_demo.cpp -- imgui_draw.cpp -- imgui_widgets.cpp -- imgui_internal.h -- imconfig.h (empty by default, user-editable) -- imstb_rectpack.h -- imstb_textedit.h -- imstb_truetype.h +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily copy and compile into your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.). -No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. +**No specific build process is required**. You can add the .cpp files to your existing project. -Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. +You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. -The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: +**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. + +After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: Code: ```cp @@ -153,44 +145,11 @@ Custom engine [![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) [Tracy Profiler](https://bitbucket.org/wolfpld/tracy) -![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) +![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v173/tracy_profiler.jpg) ### Support, Frequently Asked Questions (FAQ) -Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page, e.g.: - -**Basics** -- "Where is the documentation?" -- "Which version should I get?" -- "Why the names "Dear ImGui" vs "ImGui"?" - -**Community** -- "How can I help?" - -**Concerns** -- "Who uses Dear ImGui?" -- "Can you create elaborate/serious tools with Dear ImGui?" -- "Can you reskin the look of Dear ImGui?" -- "Why using C++ (as opposed to C)?" - -**Integration** -- "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?" -- "How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)" -- "I integrated Dear ImGui in my engine and the text or lines are blurry.." -- "I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.." - -**Usage** -- "Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label?" -- "How can I display an image? What is ImTextureID, how does it work?" -- "How can I use my own math types instead of ImVec2/ImVec4?" -- "How can I interact with standard C++ types (such as std::string and std::vector)?" -- "How can I display custom shapes? (using low-level ImDrawList API)" - -**Fonts, Text** -- "How can I load a different font than the default?" -- "How can I easily use icons in my application?" -- "How can I load multiple fonts?" -- "How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?" +Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page. See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. From 048b73dfaa0e9cbaea250305c5a4810d67722c8f Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 21 Oct 2019 16:12:46 +0200 Subject: [PATCH 491/687] Various comments + Doc: Examples readme. Moved main menu bar code below menu bar code. --- examples/README.txt | 32 +++++++++++++++----- imgui.h | 61 +++++++++++++++++++++----------------- imgui_demo.cpp | 4 +-- imgui_widgets.cpp | 72 ++++++++++++++++++++++----------------------- 4 files changed, 96 insertions(+), 73 deletions(-) diff --git a/examples/README.txt b/examples/README.txt index 23c6bdb96..2c73c89d0 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -62,10 +62,10 @@ You can find binaries of some of those example applications at: Most the example bindings are split in 2 parts: - The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing. - Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp) + Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc. - The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data. - Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp) + Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc. - The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program. Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. @@ -122,16 +122,32 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R imgui_impl_allegro5.cpp imgui_impl_marmalade.cpp -Note that Dear ImGui works with Emscripten. -The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible. +Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and +imgui_impl_opengl3.cpp, but other combinations are possible. + Third-party framework, graphics API and languages bindings are listed at: https://github.com/ocornut/imgui/wiki/Bindings - Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift... - Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph, - openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... - Miscellaneous: Software Renderer, RemoteImgui, etc. + Languages: + C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim, + Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... + + Frameworks: + Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio, + GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA, + Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk... + + Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc. + +Not sure which to use? +Recommended platform/frameworks: + + GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp + SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp + Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository. + +Those will allow you to create portable applications and will solve and abstract away many issues. --------------------------------------- diff --git a/imgui.h b/imgui.h index 1675fc6c6..ba7d63701 100644 --- a/imgui.h +++ b/imgui.h @@ -27,7 +27,7 @@ Index of this file: #pragma once -// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -39,8 +39,9 @@ Index of this file: // Header mess //----------------------------------------------------------------------------- -#include // FLT_MAX -#include // va_list +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp @@ -66,13 +67,13 @@ Index of this file: #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #if defined(__clang__) || defined(__GNUC__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #if (__cplusplus >= 201100) #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 @@ -123,7 +124,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists. #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif @@ -157,7 +158,7 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types -typedef signed char ImS8; // 8-bit signed integer == char +typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer @@ -201,14 +202,14 @@ struct ImVec4 //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // All those functions are not reliant on the current context. + // None of those functions is reliant on the current context. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -245,8 +246,9 @@ namespace ImGui // which clicking will set the boolean to false when clicked. // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. - // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); @@ -255,13 +257,13 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities - // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. @@ -342,6 +344,7 @@ namespace ImGui // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. @@ -383,8 +386,8 @@ namespace ImGui IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); @@ -399,6 +402,7 @@ namespace ImGui // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) @@ -413,7 +417,7 @@ namespace ImGui IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box - // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! @@ -509,7 +513,7 @@ namespace ImGui // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. - // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. @@ -535,16 +539,19 @@ namespace ImGui IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); // Widgets: Menus - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. - IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! 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 // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). @@ -556,7 +563,7 @@ namespace ImGui // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). - // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! @@ -572,6 +579,7 @@ namespace ImGui // Columns // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - By end of the 2019 we will expose a new 'Table' api which will replace columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -582,7 +590,6 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs - // [BETA API] API may evolve! IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. @@ -950,12 +957,12 @@ enum ImGuiKey_ ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo ImGuiKey_COUNT }; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8e7658630..c9ee0f433 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3263,7 +3263,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere."); ImGui::Separator(); @@ -3311,7 +3311,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { static int output_dest = 0; static bool output_only_modified = true; - if (ImGui::Button("Export Unsaved")) + if (ImGui::Button("Export")) { if (output_dest == 0) ImGui::LogToClipboard(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d223f147c..f9415b3a2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5943,10 +5943,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] -// - BeginMainMenuBar() -// - EndMainMenuBar() // - BeginMenuBar() // - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() // - BeginMenu() // - EndMenu() // - MenuItem() @@ -5994,40 +5994,6 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w) return ImMax(0.0f, avail_w - Width); } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(ImVec2(0.0f, 0.0f)); - SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { - End(); - return false; - } - return true; //-V1020 -} - -void ImGui::EndMainMenuBar() -{ - EndMenuBar(); - - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window - // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) - FocusTopMostWindowUnderOne(g.NavWindow, NULL); - - End(); -} - // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. // Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. // Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. @@ -6101,6 +6067,40 @@ void ImGui::EndMenuBar() window->DC.MenuBarAppending = false; } +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(ImVec2(0.0f, 0.0f)); + SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + bool ImGui::BeginMenu(const char* label, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); From 23c1ff490744ca76c8e8581ea1605b786fb2720d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 22 Oct 2019 14:43:04 +0200 Subject: [PATCH 492/687] Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017). - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding(); - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) - ImFont::Glyph -> use ImFontGlyph If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features, or see how they were implemented until 1.73. --- docs/CHANGELOG.txt | 10 +++++++++- imgui.cpp | 19 ++----------------- imgui.h | 13 ++----------- imstb_textedit.h | 2 +- imstb_truetype.h | 2 +- 5 files changed, 15 insertions(+), 31 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d41923bab..762a788a9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,14 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: +- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features, or see how they were implemented until 1.73. - Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can @@ -42,7 +50,7 @@ Breaking Changes: Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. -- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] Other Changes: diff --git a/imgui.cpp b/imgui.cpp index 50dd96478..6ee838355 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -351,13 +351,14 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. Grep this log for details and new names, or see how they were implemented until 1.73. - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. @@ -5814,22 +5815,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) return !skip_items; } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) -{ - // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. - if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) - SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - - // Old API feature: override the window background alpha with a parameter. - if (bg_alpha_override >= 0.0f) - SetNextWindowBgAlpha(bg_alpha_override); - - return Begin(name, p_open, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void ImGui::End() { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index ba7d63701..9662670a5 100644 --- a/imgui.h +++ b/imgui.h @@ -246,8 +246,8 @@ namespace ImGui // which clicking will set the boolean to false when clicked. // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); @@ -1578,11 +1578,6 @@ namespace ImGui static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } - // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) - IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. - static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } - static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } - static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } } typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; @@ -2230,10 +2225,6 @@ struct ImFont IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetFallbackChar(ImWchar c); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ -#endif }; #if defined(__clang__) diff --git a/imstb_textedit.h b/imstb_textedit.h index d7fcbd624..2077d02ae 100644 --- a/imstb_textedit.h +++ b/imstb_textedit.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_textedit.h 1.13. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) diff --git a/imstb_truetype.h b/imstb_truetype.h index c1cdb1806..193338afb 100644 --- a/imstb_truetype.h +++ b/imstb_truetype.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_truetype.h 1.20. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. From be9f1e8f007be79e9c1b38ada231c9be2a416e6e Mon Sep 17 00:00:00 2001 From: Alexey Date: Wed, 23 Oct 2019 00:45:59 +0300 Subject: [PATCH 493/687] ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 762a788a9..7b2a16a03 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,6 +54,7 @@ Breaking Changes: The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] Other Changes: +- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f9415b3a2..0f984debb 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4784,7 +4784,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimVtx(trb, uv_white, hue_color32); draw_list->PrimVtx(trc, uv_white, col_white); draw_list->PrimVtx(tra, uv_white, 0); - draw_list->PrimVtx(trb, uv_white, col_white); + draw_list->PrimVtx(trb, uv_white, col_black); draw_list->PrimVtx(trc, uv_white, 0); draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); From 75d540d33699fc04d1ea31deb5f8adb726aaf915 Mon Sep 17 00:00:00 2001 From: Funto Date: Wed, 23 Oct 2019 16:55:26 +0200 Subject: [PATCH 494/687] Example: Emscripten: Fix for compilation (filesystem module is required) (#2734) --- examples/example_emscripten/Makefile | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile index 9edfafd0e..c9f2c054e 100644 --- a/examples/example_emscripten/Makefile +++ b/examples/example_emscripten/Makefile @@ -24,7 +24,8 @@ UNAME_S := $(shell uname -s) EMS = -s USE_SDL=2 -s WASM=1 EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 -EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1 +EMS += -s ASSERTIONS=1 +#EMS += -s NO_FILESYSTEM=1 ## Getting "error: undefined symbol: $FS" if filesystem is removed #EMS += -s SAFE_HEAP=1 ## Adds overhead CPPFLAGS = -I../ -I../../ From ec0e953ccac876a6c850fde2cbbe9bc138b99a55 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 6 Oct 2019 23:17:36 +0200 Subject: [PATCH 495/687] Fixed a couple of subtle bounding box vertical positioning issues relating to text baseline alignment. The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. (#2833) Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly,but it wouldn't push the contents area boundary low enough. Note: previously the second parameter to ItemSize() was 0.0f was default, now -1.0f to signify "no text baseline offset request". If you have code using ItemSize() with an hardcoded zero you may need to change it. (+1 squashed commits) --- docs/CHANGELOG.txt | 10 +++++++++- imgui.cpp | 9 +++++++-- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 27 ++++++++++++++------------- 4 files changed, 32 insertions(+), 18 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7b2a16a03..46948ecca 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,9 +54,16 @@ Breaking Changes: The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] Other Changes: -- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) +- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text + baseline alignment. The issue would generally manifest when laying out multiple items on a same line, + with varying heights and text baseline offsets. + Some specific examples, e.g. a button with regular frame padding followed by another item with a + multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. + The second item was correctly offset to match text baseline, and would interact/display correctly, + but it wouldn't push the contents area boundary low enough. +- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data @@ -65,6 +72,7 @@ Other Changes: - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. +- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] - Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] diff --git a/imgui.cpp b/imgui.cpp index 6ee838355..cb4ff9131 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2777,8 +2777,13 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) if (window->SkipItems) return; + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; @@ -6913,7 +6918,7 @@ void ImGui::EndGroup() } window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), 0.0f); + ItemSize(group_bb.GetSize()); ItemAdd(group_bb, 0); // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. diff --git a/imgui_internal.h b/imgui_internal.h index feee1036e..f669b18ea 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1543,8 +1543,8 @@ namespace ImGui IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = 0.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = 0.0f); + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0f984debb..ca98f3ce2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -213,7 +213,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } else @@ -222,7 +222,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; @@ -359,17 +359,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding - ItemSize(bb); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); if (!ItemAdd(bb, 0)) return; // Render ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); - RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -691,7 +692,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); if (!ItemAdd(bb, id)) return false; @@ -5211,7 +5212,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); @@ -5236,7 +5237,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); - ItemSize(ImVec2(text_width, frame_height), text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing ImRect interact_bb = frame_bb; @@ -5507,7 +5508,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrLineTextBaseOffset; ImRect bb_inner(pos, pos + size); - ItemSize(size); + ItemSize(size, 0.0f); // Fill horizontal space. ImVec2 window_padding = window->WindowPadding; @@ -6438,7 +6439,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->FramePadding = g.Style.FramePadding; // Layout - ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight())); + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator From 24e9a6e92cca227c471ab5b81eb24299f9f84b35 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 23 Oct 2019 15:39:14 +0300 Subject: [PATCH 496/687] Remove .travis.yml due to switching to github actions. --- .travis.yml | 34 ---------------------------------- 1 file changed, 34 deletions(-) delete mode 100644 .travis.yml diff --git a/.travis.yml b/.travis.yml deleted file mode 100644 index 7a554baf6..000000000 --- a/.travis.yml +++ /dev/null @@ -1,34 +0,0 @@ -language: cpp -sudo: required -dist: trusty - -os: - - linux - - osx - -compiler: - - gcc - - clang - -before_install: - - if [ $TRAVIS_OS_NAME == linux ]; then - sudo apt-get update -qq; - sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; - wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip; - unzip glfw-3.2.1.zip && cd glfw-3.2.1; - cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .; - sudo make -j $CPU_NUM install && cd ..; - fi - - if [ $TRAVIS_OS_NAME == osx ]; then - brew update; - brew install glfw3; - brew install sdl2; - fi - -script: - - make -C examples/example_glfw_opengl2 - - make -C examples/example_glfw_opengl3 - - make -C examples/example_sdl_opengl3 - - if [ $TRAVIS_OS_NAME == osx ]; then - xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos; - fi From d5b5a81946c5ecf40f1b083eee96ebf8ef472f79 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 23 Oct 2019 18:10:47 +0300 Subject: [PATCH 497/687] GitHub Actions CI script for Windows/Linux/MacOS/iOS/Emscripten builds. --- .github/workflows/build.yml | 108 ++++++++++++++++++++++++++++++++++++ docs/CHANGELOG.txt | 2 + docs/README.md | 4 +- 3 files changed, 112 insertions(+), 2 deletions(-) create mode 100644 .github/workflows/build.yml diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml new file mode 100644 index 000000000..54d267aeb --- /dev/null +++ b/.github/workflows/build.yml @@ -0,0 +1,108 @@ +name: build + +on: [push, pull_request] + +jobs: + Windows: + runs-on: windows-2019 + env: + MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Fix Projects + shell: powershell + run: | + # Replace v110 toolset with v142. Only v141 and v142 toolsets are available on CI workers. + # Replace 8.1 platform sdk with 10.0.18362.0. Workers do not contain legacy SDKs. + # WARNING: This will need updating if toolset/sdk change in project files! + gci -recurse -filter "*.vcxproj" | ForEach-Object { + (Get-Content $_.FullName) -Replace "v110","v142" -Replace "8.1","10.0.18362.0" | Set-Content -Path $_.FullName + } + + - name: Build x86 + shell: cmd + run: | + "%MSBUILD_PATH%\MSBuild.exe" /p:Platform=Win32 /p:Configuration=Release examples/imgui_examples.sln + + - name: Build x64 + shell: cmd + run: | + "%MSBUILD_PATH%\MSBuild.exe" /p:Platform=x64 /p:Configuration=Release examples/imgui_examples.sln + + Linux: + runs-on: ubuntu-18.04 + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Install Dependencies + run: | + sudo apt-get update + sudo apt-get install -y libglfw3-dev libsdl2-dev + + - name: Build + run: | + make -C examples/example_null + make -C examples/example_glfw_opengl2 + make -C examples/example_glfw_opengl3 + make -C examples/example_sdl_opengl2 + make -C examples/example_sdl_opengl3 + + MacOS: + runs-on: macOS-10.14 + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Install Dependencies + run: | + brew install glfw3 + brew install sdl2 + + - name: Build + run: | + make -C examples/example_null + make -C examples/example_glfw_opengl2 + make -C examples/example_glfw_opengl3 + make -C examples/example_glfw_metal + make -C examples/example_sdl_opengl2 + make -C examples/example_sdl_opengl3 + xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos + xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 + + iOS: + runs-on: macOS-10.14 + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Build + run: | + # Code signing is required, but we disable it because it is irrelevant for CI builds. + xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO + + Emscripten: + runs-on: ubuntu-18.04 + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Install Dependencies + run: | + wget -q https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-portable.tar.gz + tar -xvf emsdk-portable.tar.gz + emsdk-portable/emsdk update + emsdk-portable/emsdk install latest + emsdk-portable/emsdk activate latest + + - name: Build + run: | + source emsdk-portable/emsdk_env.sh + make -C examples/example_emscripten diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 46948ecca..d52561d69 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -75,6 +75,8 @@ Other Changes: - Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] - Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] +- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example + applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups] ----------------------------------------------------------------------- diff --git a/docs/README.md b/docs/README.md index e91db64cf..ac2e03a26 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,6 +1,6 @@ dear imgui ===== -[![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui) +[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) (This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) @@ -33,7 +33,7 @@ Dear ImGui is particularly suited to integration in games engine (for tooling), **No specific build process is required**. You can add the .cpp files to your existing project. -You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. +You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. **Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. From 3c238ecae30b264aa8cf0509f1e24a6c8e1d6d21 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 24 Oct 2019 11:26:45 +0200 Subject: [PATCH 498/687] Move issue_template and pull_request_template to .github folder. --- {docs => .github}/issue_template.md | 0 {docs => .github}/pull_request_template.md | 0 2 files changed, 0 insertions(+), 0 deletions(-) rename {docs => .github}/issue_template.md (100%) rename {docs => .github}/pull_request_template.md (100%) diff --git a/docs/issue_template.md b/.github/issue_template.md similarity index 100% rename from docs/issue_template.md rename to .github/issue_template.md diff --git a/docs/pull_request_template.md b/.github/pull_request_template.md similarity index 100% rename from docs/pull_request_template.md rename to .github/pull_request_template.md From 9b323a7ebfab1c0ce5840f1c2ed64f30c892d44e Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 25 Oct 2019 11:05:14 +0200 Subject: [PATCH 499/687] SplitterBehavior: not using FrameRounding in render (was in first commit of the function, not sure why). (#319) --- imgui_widgets.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ca98f3ce2..958a6904f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1348,7 +1348,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Render const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); return held; } From 4d0c88e9e6f0c77c9fbf71f6843daac9fec78371 Mon Sep 17 00:00:00 2001 From: dawid Date: Fri, 25 Oct 2019 11:40:50 +0200 Subject: [PATCH 500/687] Backends: GL3: Fix compile for < 3.2 bindings where glDrawElementsBaseVertex is not available. (#2866, #2852) --- examples/imgui_impl_opengl3.cpp | 29 ++++++++++++++++++++++------- 1 file changed, 22 insertions(+), 7 deletions(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 3824647ae..7f2c588e3 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -120,14 +120,15 @@ #endif // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 0 #else -#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 1 #endif // OpenGL Data static char g_GlslVersionString[32] = ""; +static GLuint g_GlVersion = 0; static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location @@ -137,11 +138,22 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + // query for GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) + GLint major, minor; + glGetIntegerv (GL_MAJOR_VERSION, &major); + glGetIntegerv (GL_MINOR_VERSION, &minor); + g_GlVersion = major * 1000 + minor; +#else + g_GlVersion = 2000; // GLES 2 +#endif + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; -#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX + if (g_GlVersion >= 3200) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. @@ -344,8 +356,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); -#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); +#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX + if (g_GlVersion >= 3200) + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + else + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); #else glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); #endif From f002a1189888faa0f98cfde963deeb78f02f4b43 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 25 Oct 2019 11:56:36 +0200 Subject: [PATCH 501/687] Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_opengl3.cpp | 34 ++++++++++++++++----------------- 2 files changed, 19 insertions(+), 17 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d52561d69..72c7c18a7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -73,6 +73,8 @@ Other Changes: - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] +- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), + using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] - Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] - CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 7f2c588e3..c1d44da6b 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. @@ -77,7 +78,7 @@ #include "TargetConditionals.h" #endif -// Auto-detect GL version +// Auto-enable GLES on matching platforms #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" @@ -99,9 +100,9 @@ #include #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) -#include // Use GL ES 3 +#include // Use GL ES 3 #else -#include // Use GL ES 3 +#include // Use GL ES 3 #endif #else // About Desktop OpenGL function loaders: @@ -119,16 +120,16 @@ #endif #endif -// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 0 +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0 #else -#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 1 +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1 #endif // OpenGL Data -static char g_GlslVersionString[32] = ""; -static GLuint g_GlVersion = 0; +static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries. +static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location @@ -138,11 +139,11 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { - // query for GL version + // Query for GL version #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major, minor; - glGetIntegerv (GL_MAJOR_VERSION, &major); - glGetIntegerv (GL_MINOR_VERSION, &minor); + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); g_GlVersion = major * 1000 + minor; #else g_GlVersion = 2000; // GLES 2 @@ -151,12 +152,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; -#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 3200) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif - // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) glsl_version = "#version 100"; @@ -356,14 +358,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); -#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 3200) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); else - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); -#else - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); #endif + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } From 4e56de757c76c9d713d4f05a0f6adf82d1aac068 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 25 Oct 2019 15:33:10 +0200 Subject: [PATCH 502/687] Doc: Promote Discord over Discourse. Obsoleting Discourse server. --- .github/issue_template.md | 2 +- docs/README.md | 4 ++-- imgui.cpp | 2 +- misc/fonts/README.txt | 7 ++----- 4 files changed, 6 insertions(+), 9 deletions(-) diff --git a/.github/issue_template.md b/.github/issue_template.md index bd05f0a58..e2c30e075 100644 --- a/.github/issue_template.md +++ b/.github/issue_template.md @@ -4,7 +4,7 @@ 2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261 -2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started). +2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org). 3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2). diff --git a/docs/README.md b/docs/README.md index ac2e03a26..c5d757be5 100644 --- a/docs/README.md +++ b/docs/README.md @@ -155,7 +155,7 @@ See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, a See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm. -If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org). +If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org). Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. @@ -176,7 +176,7 @@ How to help **How can I help?** -- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues). +- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues). - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. - Have your company financially support this project. diff --git a/imgui.cpp b/imgui.cpp index cb4ff9131..facc64d4e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5,7 +5,7 @@ // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started +// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki // Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 4ddafe62a..0f335c7d9 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -13,10 +13,8 @@ You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). -Also read the FAQ: https://www.dearimgui.org/faq - -If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum: - https://discourse.dearimgui.org/c/getting-started +Please read the FAQ: https://www.dearimgui.org/faq +Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions. --------------------------------------- @@ -45,7 +43,6 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui " u8"hello" u8"こんにちは" // this will be encoded as UTF-8 - If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". -- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions. --------------------------------------- From 0b2d35f63fb0e6dd4f541e40430dbf762a2466ed Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Mon, 28 Oct 2019 12:46:45 +0100 Subject: [PATCH 503/687] Fix snprintf and vsnprintf definition inconsistencies. --- imgui_demo.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c9ee0f433..3eedda458 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -100,12 +100,17 @@ Index of this file: // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. #ifdef _WIN32 #define IM_NEWLINE "\r\n" -#define snprintf _snprintf -#define vsnprintf _vsnprintf #else #define IM_NEWLINE "\n" #endif +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- From c863c1f6a1eb2aba0c017168e105025fe1fda422 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 29 Oct 2019 17:04:13 +0100 Subject: [PATCH 504/687] Clean up number rounding. Now it is more obvious what code is doing. (#2862) Add IM_ROUND() macro Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n) --- imgui.cpp | 10 +++++----- imgui_draw.cpp | 4 ++-- imgui_internal.h | 5 +++-- imgui_widgets.cpp | 26 +++++++++++++------------- misc/freetype/imgui_freetype.cpp | 2 +- 5 files changed, 24 insertions(+), 23 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index facc64d4e..56ac33577 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4747,8 +4747,8 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } - new_size.x = ImFloor(new_size.x); - new_size.y = ImFloor(new_size.y); + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); } // Minimum size @@ -6453,7 +6453,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = ImFloor(size.x); + window->SizeFull.x = IM_FLOOR(size.x); } else { @@ -6463,7 +6463,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = ImFloor(size.y); + window->SizeFull.y = IM_FLOOR(size.y); } else { @@ -8267,7 +8267,7 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e2b5ee865..544e9f3bd 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2069,7 +2069,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { @@ -2591,7 +2591,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX if (ConfigData->PixelSnapH) - glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f); + glyph.AdvanceX = IM_ROUND(glyph.AdvanceX); // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) DirtyLookupTables = true; diff --git a/imgui_internal.h b/imgui_internal.h index f669b18ea..26660ba3b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -145,6 +145,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // Debug Logging #ifndef IMGUI_DEBUG_LOG @@ -262,8 +263,8 @@ static inline float ImSaturate(float f) static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)f; } -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 958a6904f..f31b01389 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -852,7 +852,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Apply scroll // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); @@ -1058,8 +1058,8 @@ bool ImGui::RadioButton(const char* label, bool active) return false; ImVec2 center = check_bb.GetCenter(); - center.x = IM_FLOOR(center.x + 0.5f); - center.y = IM_FLOOR(center.y + 0.5f); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -4796,13 +4796,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp(IM_FLOOR(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp(IM_FLOOR(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); - float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } @@ -4820,7 +4820,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } @@ -4877,7 +4877,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bb_inner.Expand(off); if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { - float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } @@ -6014,7 +6014,7 @@ bool ImGui::BeginMenuBar() // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding)), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -6446,8 +6446,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; { - const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); - const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -7443,8 +7443,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag { // Compute clipping rectangle ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); column->ClipRect.ClipWith(window->ClipRect); } diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 3a89df596..6695fb651 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -545,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns const float descent = src_tmp.Font.Info.Descender; ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_FLOOR(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) From 6bf5aed3254c7ec126b1fc10eb8ce38ac3bb5a9e Mon Sep 17 00:00:00 2001 From: stfx Date: Mon, 28 Oct 2019 13:02:59 +0100 Subject: [PATCH 505/687] Declaration and assignment can be joined, Member function may be 'const'. (#2875) --- imgui.h | 8 ++++---- imgui_draw.cpp | 9 ++++----- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 4 files changed, 10 insertions(+), 11 deletions(-) diff --git a/imgui.h b/imgui.h index 9662670a5..841506f97 100644 --- a/imgui.h +++ b/imgui.h @@ -1630,11 +1630,11 @@ struct ImGuiTextBuffer IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } - inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() { return Buf.Size <= 1; } + bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } @@ -2111,7 +2111,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2144,7 +2144,7 @@ struct ImFontAtlas const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 544e9f3bd..f73e0e311 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1752,7 +1752,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -3201,9 +3201,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; - unsigned long blocklen, i; + unsigned long blocklen = buflen % 5552; - blocklen = buflen % 5552; + unsigned long i; while (buflen) { for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; @@ -3230,10 +3230,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { - unsigned int olen; if (stb__in4(0) != 0x57bC0000) return 0; if (stb__in4(4) != 0) return 0; // error! stream is > 4GB - olen = stb_decompress_length(i); + const unsigned int olen = stb_decompress_length(i); stb__barrier_in_b = i; stb__barrier_out_e = output + olen; stb__barrier_out_b = output; diff --git a/imgui_internal.h b/imgui_internal.h index 26660ba3b..3786b6fb6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -624,7 +624,7 @@ struct IMGUI_API ImGuiMenuColumns ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w); + float CalcExtraSpace(float avail_w) const; }; // Internal state of the currently focused/edited text input box diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f31b01389..1a82f291e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5990,7 +5990,7 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v return ImMax(Width, NextWidth); } -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const { return ImMax(0.0f, avail_w - Width); } From d62a413476cea8245bddb0f18f8f57b8009cfe17 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 29 Oct 2019 21:47:43 +0100 Subject: [PATCH 506/687] Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 72c7c18a7..719e598fd 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,7 @@ Other Changes: incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] diff --git a/imgui.cpp b/imgui.cpp index 56ac33577..2fdfb9482 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1363,7 +1363,7 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) FILE* ImFileOpen(const char* filename, const char* mode) { -#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; From 9f979c33f4c33a6afeec8357324638c97b93499a Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 09:49:57 +0200 Subject: [PATCH 507/687] CI: Fix builds failing because of missing v140 toolset and SDK on dx12 sample. (cherry picked from commit 8d91a77e9b42eac7a6d7d28c8563ccc468842e8b) --- .github/workflows/build.yml | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 54d267aeb..932c6be25 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -15,11 +15,14 @@ jobs: - name: Fix Projects shell: powershell run: | - # Replace v110 toolset with v142. Only v141 and v142 toolsets are available on CI workers. - # Replace 8.1 platform sdk with 10.0.18362.0. Workers do not contain legacy SDKs. # WARNING: This will need updating if toolset/sdk change in project files! gci -recurse -filter "*.vcxproj" | ForEach-Object { - (Get-Content $_.FullName) -Replace "v110","v142" -Replace "8.1","10.0.18362.0" | Set-Content -Path $_.FullName + # Fix SDK and toolset for most samples. + (Get-Content $_.FullName) -Replace "v110","v142" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "8.1","10.0.18362.0" | Set-Content -Path $_.FullName + # Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12. + (Get-Content $_.FullName) -Replace "v140","v142" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "10.0.14393.0","10.0.18362.0" | Set-Content -Path $_.FullName } - name: Build x86 From a4420be1a20ecf18416f306902c78b87e4ff6c0a Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 10:45:27 +0200 Subject: [PATCH 508/687] CI: Split builds of examples into separate jobs. (cherry picked from commit ee73b1b5a47f176ab123239aa3cbcc2cdf284383) --- .github/workflows/build.yml | 108 +++++++++++++++++++++++++++--------- 1 file changed, 82 insertions(+), 26 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 932c6be25..cbe8291ea 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -25,15 +25,51 @@ jobs: (Get-Content $_.FullName) -Replace "10.0.14393.0","10.0.18362.0" | Set-Content -Path $_.FullName } - - name: Build x86 - shell: cmd - run: | - "%MSBUILD_PATH%\MSBuild.exe" /p:Platform=Win32 /p:Configuration=Release examples/imgui_examples.sln + # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. - - name: Build x64 + - name: Build Win32 example_glfw_opengl2 shell: cmd - run: | - "%MSBUILD_PATH%\MSBuild.exe" /p:Platform=x64 /p:Configuration=Release examples/imgui_examples.sln + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_glfw_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_win32_directx9 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_win32_directx10 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_win32_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build x64 example_glfw_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_glfw_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_win32_directx9 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_win32_directx10 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_win32_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_win32_directx12 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' Linux: runs-on: ubuntu-18.04 @@ -47,13 +83,20 @@ jobs: sudo apt-get update sudo apt-get install -y libglfw3-dev libsdl2-dev - - name: Build - run: | - make -C examples/example_null - make -C examples/example_glfw_opengl2 - make -C examples/example_glfw_opengl3 - make -C examples/example_sdl_opengl2 - make -C examples/example_sdl_opengl3 + - name: Build example_null + run: make -C examples/example_null + + - name: Build example_glfw_opengl2 + run: make -C examples/example_glfw_opengl2 + + - name: Build example_glfw_opengl3 + run: make -C examples/example_glfw_opengl3 + + - name: Build example_sdl_opengl2 + run: make -C examples/example_sdl_opengl2 + + - name: Build example_sdl_opengl3 + run: make -C examples/example_sdl_opengl3 MacOS: runs-on: macOS-10.14 @@ -67,16 +110,29 @@ jobs: brew install glfw3 brew install sdl2 - - name: Build - run: | - make -C examples/example_null - make -C examples/example_glfw_opengl2 - make -C examples/example_glfw_opengl3 - make -C examples/example_glfw_metal - make -C examples/example_sdl_opengl2 - make -C examples/example_sdl_opengl3 - xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos - xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 + - name: Build example_null + run: make -C examples/example_null + + - name: Build example_glfw_opengl2 + run: make -C examples/example_glfw_opengl2 + + - name: Build example_glfw_opengl3 + run: make -C examples/example_glfw_opengl3 + + - name: Build example_glfw_metal + run: make -C examples/example_glfw_metal + + - name: Build example_sdl_opengl2 + run: make -C examples/example_sdl_opengl2 + + - name: Build example_sdl_opengl3 + run: make -C examples/example_sdl_opengl3 + + - name: Build example_apple_metal + run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos + + - name: Build example_apple_opengl2 + run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 iOS: runs-on: macOS-10.14 @@ -85,7 +141,7 @@ jobs: with: fetch-depth: 1 - - name: Build + - name: Build example_apple_metal run: | # Code signing is required, but we disable it because it is irrelevant for CI builds. xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO @@ -105,7 +161,7 @@ jobs: emsdk-portable/emsdk install latest emsdk-portable/emsdk activate latest - - name: Build + - name: Build example_emscripten run: | source emsdk-portable/emsdk_env.sh make -C examples/example_emscripten From 5ebd4e4c6e882cc197f3016c64d35f3e5821e270 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 11:30:46 +0200 Subject: [PATCH 509/687] CI: Install SDL SDK in windows workers and add SDL examples to the build. CI: Add Vulkan GLFW and SDL builds to windows build job. --- .github/workflows/build.yml | 52 ++++++++++++++++++++++++++++++++++++- 1 file changed, 51 insertions(+), 1 deletion(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index cbe8291ea..1ee3e0d88 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -7,11 +7,22 @@ jobs: runs-on: windows-2019 env: MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ + # Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory. + SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\ + VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\ steps: - uses: actions/checkout@v1 with: fetch-depth: 1 + - name: Install Dependencies + shell: powershell + run: | + Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip" + Expand-Archive -Path SDL2-devel-2.0.10-VC.zip + Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip + Expand-Archive -Path vulkan-sdk-1.1.121.2.zip + - name: Fix Projects shell: powershell run: | @@ -26,7 +37,6 @@ jobs: } # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. - - name: Build Win32 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -35,6 +45,26 @@ jobs: shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + - name: Build Win32 example_glfw_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + - name: Build Win32 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -55,6 +85,26 @@ jobs: shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + - name: Build x64 example_glfw_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_sdl_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_sdl_opengl2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_sdl_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build x64 example_sdl_directx11 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + - name: Build x64 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' From 5006639526494fb28f804dbc768eedcdf92e9ed4 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 16:10:43 +0200 Subject: [PATCH 510/687] CI: Add scheduled builds and limit some examples to build only on schedule in order to decrease time of builds performed on each push. (cherry picked from commit 6c0e1baca29b853586dadf75eb32ef75e2725f10) --- .github/workflows/build.yml | 23 ++++++++++++++++++++++- 1 file changed, 22 insertions(+), 1 deletion(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 1ee3e0d88..0c7020c60 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -1,6 +1,10 @@ name: build -on: [push, pull_request] +on: + push: {} + pull_request: {} + schedule: + - cron: '0 9 * * *' jobs: Windows: @@ -44,18 +48,22 @@ jobs: - name: Build Win32 example_glfw_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build Win32 example_glfw_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build Win32 example_sdl_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build Win32 example_sdl_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build Win32 example_sdl_opengl3 shell: cmd @@ -64,6 +72,7 @@ jobs: - name: Build Win32 example_sdl_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build Win32 example_win32_directx9 shell: cmd @@ -76,10 +85,12 @@ jobs: - name: Build Win32 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_glfw_opengl3 shell: cmd @@ -92,14 +103,17 @@ jobs: - name: Build x64 example_sdl_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_sdl_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_sdl_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_sdl_directx11 shell: cmd @@ -108,14 +122,17 @@ jobs: - name: Build x64 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_win32_directx10 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'schedule' - name: Build x64 example_win32_directx12 shell: cmd @@ -141,9 +158,11 @@ jobs: - name: Build example_glfw_opengl3 run: make -C examples/example_glfw_opengl3 + if: github.event_name == 'schedule' - name: Build example_sdl_opengl2 run: make -C examples/example_sdl_opengl2 + if: github.event_name == 'schedule' - name: Build example_sdl_opengl3 run: make -C examples/example_sdl_opengl3 @@ -168,12 +187,14 @@ jobs: - name: Build example_glfw_opengl3 run: make -C examples/example_glfw_opengl3 + if: github.event_name == 'schedule' - name: Build example_glfw_metal run: make -C examples/example_glfw_metal - name: Build example_sdl_opengl2 run: make -C examples/example_sdl_opengl2 + if: github.event_name == 'schedule' - name: Build example_sdl_opengl3 run: make -C examples/example_sdl_opengl3 From 8fee5a434904fce02ef542b6f3f684e09afde29c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 31 Oct 2019 11:15:40 +0100 Subject: [PATCH 511/687] Internals: Renaming for consistency. --- imgui.cpp | 30 +++++++++++++++--------------- imgui_internal.h | 10 +++++----- imgui_widgets.cpp | 16 ++++++++-------- 3 files changed, 28 insertions(+), 28 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 2fdfb9482..53b19fad7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5689,14 +5689,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; - // [LEGACY] Contents Region - // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. // Used by: // - Mouse wheel scrolling + many other things - window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) @@ -6599,7 +6599,7 @@ ImVec2 ImGui::GetContentRegionMax() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; @@ -6610,7 +6610,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max; + ImVec2 mx = window->ContentRegionRect.Max; if (window->DC.CurrentColumns) mx.x = window->WorkRect.Max.x; return mx; @@ -6626,19 +6626,19 @@ ImVec2 ImGui::GetContentRegionAvail() ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Min - window->Pos; + return window->ContentRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Max - window->Pos; + return window->ContentRegionRect.Max - window->Pos; } float ImGui::GetWindowContentRegionWidth() { ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.GetWidth(); + return window->ContentRegionRect.GetWidth(); } float ImGui::GetTextLineHeight() @@ -9594,8 +9594,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // State - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; static bool show_windows_rects = false; static int show_windows_rect_type = WRT_WorkRect; static bool show_windows_begin_order = false; @@ -9626,8 +9626,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } - else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } diff --git a/imgui_internal.h b/imgui_internal.h index 3786b6fb6..c1dda24e5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1338,9 +1338,9 @@ struct IMGUI_API ImGuiWindow ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. - ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. int LastFrameActive; // Last frame number the window was Active. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) @@ -1415,7 +1415,7 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute ContentWidth during layout. }; // Storage for one active tab item (sizeof() 26~32 bytes) @@ -1428,9 +1428,9 @@ struct ImGuiTabItem int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float WidthContents; // Width of actual contents, stored during BeginTabItem() call + float ContentWidth; // Width of actual contents, stored during BeginTabItem() call - ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } + ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1a82f291e..bf2f6617b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6566,13 +6566,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth; // Store data so we can build an array sorted by width if we need to shrink tabs down g.ShrinkWidthBuffer[tab_n].Index = tab_n; - g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth; } // Compute width @@ -6592,7 +6592,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Width = ImMin(tab->WidthContents, tab_max_width); + tab->Width = ImMin(tab->ContentWidth, tab_max_width); IM_ASSERT(tab->Width > 0.0f); } } @@ -6608,7 +6608,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_track_selected_tab_id = tab->ID; offset_x += tab->Width + g.Style.ItemInnerSpacing.x; - offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x; } tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); @@ -6929,7 +6929,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_is_new = true; } tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); - tab->WidthContents = size.x; + tab->ContentWidth = size.x; if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; @@ -7040,10 +7040,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } From 792a8631aafd3df8d45563e3af60e39feb20b31d Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 31 Oct 2019 14:01:35 +0100 Subject: [PATCH 512/687] Metrics: Expose basic details of each window key/value state storage. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 14 +++++++++++++- 2 files changed, 14 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 719e598fd..a5f6b1ee0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -72,6 +72,7 @@ Other Changes: - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Metrics: Expose basic details of each window key/value state storage. - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] - Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), diff --git a/imgui.cpp b/imgui.cpp index 53b19fad7..22f5395e5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9762,7 +9762,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) NodeColumns(&window->ColumnsStorage[n]); ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); + NodeStorage(&window->StateStorage, "Storage"); ImGui::TreePop(); } @@ -9787,6 +9787,18 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } } + + static void NodeStorage(ImGuiStorage* storage, const char* label) + { + if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + ImGui::TreePop(); + } }; Funcs::NodeWindows(g.Windows, "Windows"); From bcd752cfccb029ed60d93357e6eaa144a6df58da Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 4 Nov 2019 09:50:50 +0200 Subject: [PATCH 513/687] CI: Fix emscripten builds after portable SDK archive became unavailable. (cherry picked from commit 14b18697e653de80f75af18113033b2086846194) --- .github/workflows/build.yml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 0c7020c60..babd548a8 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -226,13 +226,13 @@ jobs: - name: Install Dependencies run: | - wget -q https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-portable.tar.gz - tar -xvf emsdk-portable.tar.gz - emsdk-portable/emsdk update - emsdk-portable/emsdk install latest - emsdk-portable/emsdk activate latest + wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz + tar -xvf master.tar.gz + emsdk-master/emsdk update + emsdk-master/emsdk install latest-fastcomp + emsdk-master/emsdk activate latest-fastcomp - name: Build example_emscripten run: | - source emsdk-portable/emsdk_env.sh + source emsdk-master/emsdk_env.sh make -C examples/example_emscripten From c9ffa62e1f867c40df277df343d600af92220dc6 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 17:50:02 +0200 Subject: [PATCH 514/687] Add .gitattributes with rules for line endings of files. (cherry picked from commit f2a2be72b341f55c44a035b1257177d83489ea5c) --- .gitattributes | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) create mode 100644 .gitattributes diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 000000000..d48470eef --- /dev/null +++ b/.gitattributes @@ -0,0 +1,30 @@ +* text=auto + +*.c text +*.cpp text +*.h text +*.m text +*.mm text +*.md text +*.txt text +*.html text +*.bat text +*.frag text +*.vert text +*.mkb text +*.icf text + +*.sln text eol=crlf +*.vcxproj text eol=crlf +*.vcxproj.filters text eol=crlf +*.natvis text eol=crlf + +Makefile text eol=lf +*.sh text eol=lf +*.pbxproj text eol=lf +*.storyboard text eol=lf +*.plist text eol=lf + +*.png binary +*.ttf binary +*.lib binary From c9182424a83d949c663e3c80b0b7eda9c036f999 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 30 Oct 2019 17:50:11 +0200 Subject: [PATCH 515/687] Normalize all the line endings. (cherry picked from commit f1772d44be09fd78bf5f1ebda44b39b96180d319) --- .../example_sdl_directx11.vcxproj | 360 ++--- .../example_sdl_directx11.vcxproj.filters | 112 +- examples/libs/usynergy/uSynergy.c | 1272 ++++++++--------- 3 files changed, 872 insertions(+), 872 deletions(-) diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj index e28a5d251..7af2c9c06 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj @@ -1,181 +1,181 @@ - - - - - Debug - Win32 - - - Debug - x64 - - - Release - Win32 - - - Release - x64 - - - - {9E1987E3-1F19-45CA-B9C9-D31E791836D8} - example_sdl_directx11 - 8.1 - example_sdl_directx11 - - - - Application - true - MultiByte - v110 - - - Application - true - MultiByte - v110 - - - Application - false - true - MultiByte - v110 - - - Application - false - true - MultiByte - v110 - - - - - - - - - - - - - - - - - - - $(ProjectDir)$(Configuration)\ - $(ProjectDir)$(Configuration)\ - $(IncludePath) - - - $(ProjectDir)$(Configuration)\ - $(ProjectDir)$(Configuration)\ - $(IncludePath) - - - $(ProjectDir)$(Configuration)\ - $(ProjectDir)$(Configuration)\ - $(IncludePath) - - - $(ProjectDir)$(Configuration)\ - $(ProjectDir)$(Configuration)\ - $(IncludePath) - - - - Level4 - Disabled - ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) - - - true - %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - Console - msvcrt.lib - - - - - Level4 - Disabled - ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) - - - true - %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - Console - msvcrt.lib - - - - - Level4 - MaxSpeed - true - true - ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) - false - - - true - true - true - %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) - Console - - - - - - - Level4 - MaxSpeed - true - true - ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) - false - - - true - true - true - %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) - Console - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {9E1987E3-1F19-45CA-B9C9-D31E791836D8} + example_sdl_directx11 + 8.1 + example_sdl_directx11 + + + + Application + true + MultiByte + v110 + + + Application + true + MultiByte + v110 + + + Application + false + true + MultiByte + v110 + + + Application + false + true + MultiByte + v110 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters index b2345067d..879f0dbe6 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters @@ -1,57 +1,57 @@ - - - - - {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} - - - {08e36723-ce4f-4cff-9662-c40801cf1acf} - - - - - imgui - - - imgui - - - imgui - - - sources - - - sources - - - - - imgui - - - sources - - - imgui - - - imgui - - - sources - - - imgui - - - sources - - - - - - sources - - + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + sources + + + imgui + + + sources + + + + + + sources + + \ No newline at end of file diff --git a/examples/libs/usynergy/uSynergy.c b/examples/libs/usynergy/uSynergy.c index a8d01da41..8dce47b8a 100644 --- a/examples/libs/usynergy/uSynergy.c +++ b/examples/libs/usynergy/uSynergy.c @@ -1,636 +1,636 @@ -/* -uSynergy client -- Implementation for the embedded Synergy client library - version 1.0.0, July 7th, 2012 - -Copyright (c) 2012 Alex Evans - -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any damages -arising from the use of this software. - -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - - 3. This notice may not be removed or altered from any source - distribution. -*/ -#include "uSynergy.h" -#include -#include - - - -//--------------------------------------------------------------------------------------------------------------------- -// Internal helpers -//--------------------------------------------------------------------------------------------------------------------- - - - -/** -@brief Read 16 bit integer in network byte order and convert to native byte order -**/ -static int16_t sNetToNative16(const unsigned char *value) -{ -#ifdef USYNERGY_LITTLE_ENDIAN - return value[1] | (value[0] << 8); -#else - return value[0] | (value[1] << 8); -#endif -} - - - -/** -@brief Read 32 bit integer in network byte order and convert to native byte order -**/ -static int32_t sNetToNative32(const unsigned char *value) -{ -#ifdef USYNERGY_LITTLE_ENDIAN - return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24); -#else - return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24); -#endif -} - - - -/** -@brief Trace text to client -**/ -static void sTrace(uSynergyContext *context, const char* text) -{ - // Don't trace if we don't have a trace function - if (context->m_traceFunc != 0L) - context->m_traceFunc(context->m_cookie, text); -} - - - -/** -@brief Add string to reply packet -**/ -static void sAddString(uSynergyContext *context, const char *string) -{ - size_t len = strlen(string); - memcpy(context->m_replyCur, string, len); - context->m_replyCur += len; -} - - - -/** -@brief Add uint8 to reply packet -**/ -static void sAddUInt8(uSynergyContext *context, uint8_t value) -{ - *context->m_replyCur++ = value; -} - - - -/** -@brief Add uint16 to reply packet -**/ -static void sAddUInt16(uSynergyContext *context, uint16_t value) -{ - uint8_t *reply = context->m_replyCur; - *reply++ = (uint8_t)(value >> 8); - *reply++ = (uint8_t)value; - context->m_replyCur = reply; -} - - - -/** -@brief Add uint32 to reply packet -**/ -static void sAddUInt32(uSynergyContext *context, uint32_t value) -{ - uint8_t *reply = context->m_replyCur; - *reply++ = (uint8_t)(value >> 24); - *reply++ = (uint8_t)(value >> 16); - *reply++ = (uint8_t)(value >> 8); - *reply++ = (uint8_t)value; - context->m_replyCur = reply; -} - - - -/** -@brief Send reply packet -**/ -static uSynergyBool sSendReply(uSynergyContext *context) -{ - // Set header size - uint8_t *reply_buf = context->m_replyBuffer; - uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */ - uint32_t body_len = reply_len - 4; /* Size of body */ - uSynergyBool ret; - reply_buf[0] = (uint8_t)(body_len >> 24); - reply_buf[1] = (uint8_t)(body_len >> 16); - reply_buf[2] = (uint8_t)(body_len >> 8); - reply_buf[3] = (uint8_t)body_len; - - // Send reply - ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len); - - // Reset reply buffer write pointer - context->m_replyCur = context->m_replyBuffer+4; - return ret; -} - - - -/** -@brief Call mouse callback after a mouse event -**/ -static void sSendMouseCallback(uSynergyContext *context) -{ - // Skip if no callback is installed - if (context->m_mouseCallback == 0L) - return; - - // Send callback - context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX, - context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle); -} - - - -/** -@brief Send keyboard callback when a key has been pressed or released -**/ -static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) -{ - // Skip if no callback is installed - if (context->m_keyboardCallback == 0L) - return; - - // Send callback - context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat); -} - - - -/** -@brief Send joystick callback -**/ -static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum) -{ - int8_t *sticks; - - // Skip if no callback is installed - if (context->m_joystickCallback == 0L) - return; - - // Send callback - sticks = context->m_joystickSticks[joyNum]; - context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]); -} - - - -/** -@brief Parse a single client message, update state, send callbacks and send replies -**/ -#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0 -static void sProcessMessage(uSynergyContext *context, const uint8_t *message) -{ - // We have a packet! - if (memcmp(message+4, "Synergy", 7)==0) - { - // Welcome message - // kMsgHello = "Synergy%2i%2i" - // kMsgHelloBack = "Synergy%2i%2i%s" - sAddString(context, "Synergy"); - sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR); - sAddUInt16(context, USYNERGY_PROTOCOL_MINOR); - sAddUInt32(context, (uint32_t)strlen(context->m_clientName)); - sAddString(context, context->m_clientName); - if (!sSendReply(context)) - { - // Send reply failed, let's try to reconnect - sTrace(context, "SendReply failed, trying to reconnect in a second"); - context->m_connected = USYNERGY_FALSE; - context->m_sleepFunc(context->m_cookie, 1000); - } - else - { - // Let's assume we're connected - char buffer[256+1]; - sprintf(buffer, "Connected as client \"%s\"", context->m_clientName); - sTrace(context, buffer); - context->m_hasReceivedHello = USYNERGY_TRUE; - } - return; - } - else if (USYNERGY_IS_PACKET("QINF")) - { - // Screen info. Reply with DINF - // kMsgQInfo = "QINF" - // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i" - uint16_t x = 0, y = 0, warp = 0; - sAddString(context, "DINF"); - sAddUInt16(context, x); - sAddUInt16(context, y); - sAddUInt16(context, context->m_clientWidth); - sAddUInt16(context, context->m_clientHeight); - sAddUInt16(context, warp); - sAddUInt16(context, 0); // mx? - sAddUInt16(context, 0); // my? - sSendReply(context); - return; - } - else if (USYNERGY_IS_PACKET("CIAK")) - { - // Do nothing? - // kMsgCInfoAck = "CIAK" - return; - } - else if (USYNERGY_IS_PACKET("CROP")) - { - // Do nothing? - // kMsgCResetOptions = "CROP" - return; - } - else if (USYNERGY_IS_PACKET("CINN")) - { - // Screen enter. Reply with CNOP - // kMsgCEnter = "CINN%2i%2i%4i%2i" - - // Obtain the Synergy sequence number - context->m_sequenceNumber = sNetToNative32(message + 12); - context->m_isCaptured = USYNERGY_TRUE; - - // Call callback - if (context->m_screenActiveCallback != 0L) - context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE); - } - else if (USYNERGY_IS_PACKET("COUT")) - { - // Screen leave - // kMsgCLeave = "COUT" - context->m_isCaptured = USYNERGY_FALSE; - - // Call callback - if (context->m_screenActiveCallback != 0L) - context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE); - } - else if (USYNERGY_IS_PACKET("DMDN")) - { - // Mouse down - // kMsgDMouseDown = "DMDN%1i" - char btn = message[8]-1; - if (btn==2) - context->m_mouseButtonRight = USYNERGY_TRUE; - else if (btn==1) - context->m_mouseButtonMiddle = USYNERGY_TRUE; - else - context->m_mouseButtonLeft = USYNERGY_TRUE; - sSendMouseCallback(context); - } - else if (USYNERGY_IS_PACKET("DMUP")) - { - // Mouse up - // kMsgDMouseUp = "DMUP%1i" - char btn = message[8]-1; - if (btn==2) - context->m_mouseButtonRight = USYNERGY_FALSE; - else if (btn==1) - context->m_mouseButtonMiddle = USYNERGY_FALSE; - else - context->m_mouseButtonLeft = USYNERGY_FALSE; - sSendMouseCallback(context); - } - else if (USYNERGY_IS_PACKET("DMMV")) - { - // Mouse move. Reply with CNOP - // kMsgDMouseMove = "DMMV%2i%2i" - context->m_mouseX = sNetToNative16(message+8); - context->m_mouseY = sNetToNative16(message+10); - sSendMouseCallback(context); - } - else if (USYNERGY_IS_PACKET("DMWM")) - { - // Mouse wheel - // kMsgDMouseWheel = "DMWM%2i%2i" - // kMsgDMouseWheel1_0 = "DMWM%2i" - context->m_mouseWheelX += sNetToNative16(message+8); - context->m_mouseWheelY += sNetToNative16(message+10); - sSendMouseCallback(context); - } - else if (USYNERGY_IS_PACKET("DKDN")) - { - // Key down - // kMsgDKeyDown = "DKDN%2i%2i%2i" - // kMsgDKeyDown1_0 = "DKDN%2i%2i" - //uint16_t id = sNetToNative16(message+8); - uint16_t mod = sNetToNative16(message+10); - uint16_t key = sNetToNative16(message+12); - sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE); - } - else if (USYNERGY_IS_PACKET("DKRP")) - { - // Key repeat - // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" - // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" - uint16_t mod = sNetToNative16(message+10); -// uint16_t count = sNetToNative16(message+12); - uint16_t key = sNetToNative16(message+14); - sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE); - } - else if (USYNERGY_IS_PACKET("DKUP")) - { - // Key up - // kMsgDKeyUp = "DKUP%2i%2i%2i" - // kMsgDKeyUp1_0 = "DKUP%2i%2i" - //uint16 id=Endian::sNetToNative(sbuf[4]); - uint16_t mod = sNetToNative16(message+10); - uint16_t key = sNetToNative16(message+12); - sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE); - } - else if (USYNERGY_IS_PACKET("DGBT")) - { - // Joystick buttons - // kMsgDGameButtons = "DGBT%1i%2i"; - uint8_t joy_num = message[8]; - if (joy_numm_joystickButtons[joy_num] = (message[9] << 8) | message[10]; - sSendJoystickCallback(context, joy_num); - } - } - else if (USYNERGY_IS_PACKET("DGST")) - { - // Joystick sticks - // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i"; - uint8_t joy_num = message[8]; - if (joy_numm_joystickSticks[joy_num], message+9, 4); - sSendJoystickCallback(context, joy_num); - } - } - else if (USYNERGY_IS_PACKET("DSOP")) - { - // Set options - // kMsgDSetOptions = "DSOP%4I" - } - else if (USYNERGY_IS_PACKET("CALV")) - { - // Keepalive, reply with CALV and then CNOP - // kMsgCKeepAlive = "CALV" - sAddString(context, "CALV"); - sSendReply(context); - // now reply with CNOP - } - else if (USYNERGY_IS_PACKET("DCLP")) - { - // Clipboard message - // kMsgDClipboard = "DCLP%1i%4i%s" - // - // The clipboard message contains: - // 1 uint32: The size of the message - // 4 chars: The identifier ("DCLP") - // 1 uint8: The clipboard index - // 1 uint32: The sequence number. It's zero, because this message is always coming from the server? - // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)). - // 1 uint32: The number of formats present in the message - // And then 'number of formats' times the following: - // 1 uint32: The format of the clipboard data - // 1 uint32: The size n of the clipboard data - // n uint8: The clipboard data - const uint8_t * parse_msg = message+17; - uint32_t num_formats = sNetToNative32(parse_msg); - parse_msg += 4; - for (; num_formats; num_formats--) - { - // Parse clipboard format header - uint32_t format = sNetToNative32(parse_msg); - uint32_t size = sNetToNative32(parse_msg+4); - parse_msg += 8; - - // Call callback - if (context->m_clipboardCallback) - context->m_clipboardCallback(context->m_cookie, format, parse_msg, size); - - parse_msg += size; - } - } - else - { - // Unknown packet, could be any of these - // kMsgCNoop = "CNOP" - // kMsgCClose = "CBYE" - // kMsgCClipboard = "CCLP%1i%4i" - // kMsgCScreenSaver = "CSEC%1i" - // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" - // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" - // kMsgDMouseRelMove = "DMRM%2i%2i" - // kMsgEIncompatible = "EICV%2i%2i" - // kMsgEBusy = "EBSY" - // kMsgEUnknown = "EUNK" - // kMsgEBad = "EBAD" - char buffer[64]; - sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]); - sTrace(context, buffer); - return; - } - - // Reply with CNOP maybe? - sAddString(context, "CNOP"); - sSendReply(context); -} -#undef USYNERGY_IS_PACKET - - - -/** -@brief Mark context as being disconnected -**/ -static void sSetDisconnected(uSynergyContext *context) -{ - context->m_connected = USYNERGY_FALSE; - context->m_hasReceivedHello = USYNERGY_FALSE; - context->m_isCaptured = USYNERGY_FALSE; - context->m_replyCur = context->m_replyBuffer + 4; - context->m_sequenceNumber = 0; -} - - - -/** -@brief Update a connected context -**/ -static void sUpdateContext(uSynergyContext *context) -{ - /* Receive data (blocking) */ - int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs; - int num_received = 0; - int packlen = 0; - if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE) - { - /* Receive failed, let's try to reconnect */ - char buffer[128]; - sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received); - sTrace(context, buffer); - sSetDisconnected(context); - context->m_sleepFunc(context->m_cookie, 1000); - return; - } - context->m_receiveOfs += num_received; - - /* If we didn't receive any data then we're probably still polling to get connected and - therefore not getting any data back. To avoid overloading the system with a Synergy - thread that would hammer on polling, we let it rest for a bit if there's no data. */ - if (num_received == 0) - context->m_sleepFunc(context->m_cookie, 500); - - /* Check for timeouts */ - if (context->m_hasReceivedHello) - { - uint32_t cur_time = context->m_getTimeFunc(); - if (num_received == 0) - { - /* Timeout after 2 secs of inactivity (we received no CALV) */ - if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT) - sSetDisconnected(context); - } - else - context->m_lastMessageTime = cur_time; - } - - /* Eat packets */ - for (;;) - { - /* Grab packet length and bail out if the packet goes beyond the end of the buffer */ - packlen = sNetToNative32(context->m_receiveBuffer); - if (packlen+4 > context->m_receiveOfs) - break; - - /* Process message */ - sProcessMessage(context, context->m_receiveBuffer); - - /* Move packet to front of buffer */ - memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4); - context->m_receiveOfs -= packlen+4; - } - - /* Throw away over-sized packets */ - if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE) - { - /* Oversized packet, ditch tail end */ - char buffer[128]; - sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen); - sTrace(context, buffer); - num_received = context->m_receiveOfs-4; // 4 bytes for the size field - while (num_received != packlen) - { - int buffer_left = packlen - num_received; - int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE; - int ditch_received = 0; - if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE) - { - /* Receive failed, let's try to reconnect */ - sTrace(context, "Receive failed, trying to reconnect in a second"); - sSetDisconnected(context); - context->m_sleepFunc(context->m_cookie, 1000); - break; - } - else - { - num_received += ditch_received; - } - } - context->m_receiveOfs = 0; - } -} - - -//--------------------------------------------------------------------------------------------------------------------- -// Public interface -//--------------------------------------------------------------------------------------------------------------------- - - - -/** -@brief Initialize uSynergy context -**/ -void uSynergyInit(uSynergyContext *context) -{ - /* Zero memory */ - memset(context, 0, sizeof(uSynergyContext)); - - /* Initialize to default state */ - sSetDisconnected(context); -} - - -/** -@brief Update uSynergy -**/ -void uSynergyUpdate(uSynergyContext *context) -{ - if (context->m_connected) - { - /* Update context, receive data, call callbacks */ - sUpdateContext(context); - } - else - { - /* Try to connect */ - if (context->m_connectFunc(context->m_cookie)) - context->m_connected = USYNERGY_TRUE; - } -} - - - -/** -@brief Send clipboard data -**/ -void uSynergySendClipboard(uSynergyContext *context, const char *text) -{ - // Calculate maximum size that will fit in a reply packet - uint32_t overhead_size = 4 + /* Message size */ - 4 + /* Message ID */ - 1 + /* Clipboard index */ - 4 + /* Sequence number */ - 4 + /* Rest of message size (because it's a Synergy string from here on) */ - 4 + /* Number of clipboard formats */ - 4 + /* Clipboard format */ - 4; /* Clipboard data length */ - uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size; - - // Clip text to max length - uint32_t text_length = (uint32_t)strlen(text); - if (text_length > max_length) - { - char buffer[128]; - sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length); - sTrace(context, buffer); - text_length = max_length; - } - - // Assemble packet - sAddString(context, "DCLP"); - sAddUInt8(context, 0); /* Clipboard index */ - sAddUInt32(context, context->m_sequenceNumber); - sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */ - sAddUInt32(context, 1); /* Number of formats (only text for now) */ - sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT); - sAddUInt32(context, text_length); - sAddString(context, text); - sSendReply(context); -} +/* +uSynergy client -- Implementation for the embedded Synergy client library + version 1.0.0, July 7th, 2012 + +Copyright (c) 2012 Alex Evans + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ +#include "uSynergy.h" +#include +#include + + + +//--------------------------------------------------------------------------------------------------------------------- +// Internal helpers +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Read 16 bit integer in network byte order and convert to native byte order +**/ +static int16_t sNetToNative16(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[1] | (value[0] << 8); +#else + return value[0] | (value[1] << 8); +#endif +} + + + +/** +@brief Read 32 bit integer in network byte order and convert to native byte order +**/ +static int32_t sNetToNative32(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24); +#else + return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24); +#endif +} + + + +/** +@brief Trace text to client +**/ +static void sTrace(uSynergyContext *context, const char* text) +{ + // Don't trace if we don't have a trace function + if (context->m_traceFunc != 0L) + context->m_traceFunc(context->m_cookie, text); +} + + + +/** +@brief Add string to reply packet +**/ +static void sAddString(uSynergyContext *context, const char *string) +{ + size_t len = strlen(string); + memcpy(context->m_replyCur, string, len); + context->m_replyCur += len; +} + + + +/** +@brief Add uint8 to reply packet +**/ +static void sAddUInt8(uSynergyContext *context, uint8_t value) +{ + *context->m_replyCur++ = value; +} + + + +/** +@brief Add uint16 to reply packet +**/ +static void sAddUInt16(uSynergyContext *context, uint16_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Add uint32 to reply packet +**/ +static void sAddUInt32(uSynergyContext *context, uint32_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 24); + *reply++ = (uint8_t)(value >> 16); + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Send reply packet +**/ +static uSynergyBool sSendReply(uSynergyContext *context) +{ + // Set header size + uint8_t *reply_buf = context->m_replyBuffer; + uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */ + uint32_t body_len = reply_len - 4; /* Size of body */ + uSynergyBool ret; + reply_buf[0] = (uint8_t)(body_len >> 24); + reply_buf[1] = (uint8_t)(body_len >> 16); + reply_buf[2] = (uint8_t)(body_len >> 8); + reply_buf[3] = (uint8_t)body_len; + + // Send reply + ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len); + + // Reset reply buffer write pointer + context->m_replyCur = context->m_replyBuffer+4; + return ret; +} + + + +/** +@brief Call mouse callback after a mouse event +**/ +static void sSendMouseCallback(uSynergyContext *context) +{ + // Skip if no callback is installed + if (context->m_mouseCallback == 0L) + return; + + // Send callback + context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX, + context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle); +} + + + +/** +@brief Send keyboard callback when a key has been pressed or released +**/ +static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) +{ + // Skip if no callback is installed + if (context->m_keyboardCallback == 0L) + return; + + // Send callback + context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat); +} + + + +/** +@brief Send joystick callback +**/ +static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum) +{ + int8_t *sticks; + + // Skip if no callback is installed + if (context->m_joystickCallback == 0L) + return; + + // Send callback + sticks = context->m_joystickSticks[joyNum]; + context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]); +} + + + +/** +@brief Parse a single client message, update state, send callbacks and send replies +**/ +#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0 +static void sProcessMessage(uSynergyContext *context, const uint8_t *message) +{ + // We have a packet! + if (memcmp(message+4, "Synergy", 7)==0) + { + // Welcome message + // kMsgHello = "Synergy%2i%2i" + // kMsgHelloBack = "Synergy%2i%2i%s" + sAddString(context, "Synergy"); + sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR); + sAddUInt16(context, USYNERGY_PROTOCOL_MINOR); + sAddUInt32(context, (uint32_t)strlen(context->m_clientName)); + sAddString(context, context->m_clientName); + if (!sSendReply(context)) + { + // Send reply failed, let's try to reconnect + sTrace(context, "SendReply failed, trying to reconnect in a second"); + context->m_connected = USYNERGY_FALSE; + context->m_sleepFunc(context->m_cookie, 1000); + } + else + { + // Let's assume we're connected + char buffer[256+1]; + sprintf(buffer, "Connected as client \"%s\"", context->m_clientName); + sTrace(context, buffer); + context->m_hasReceivedHello = USYNERGY_TRUE; + } + return; + } + else if (USYNERGY_IS_PACKET("QINF")) + { + // Screen info. Reply with DINF + // kMsgQInfo = "QINF" + // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i" + uint16_t x = 0, y = 0, warp = 0; + sAddString(context, "DINF"); + sAddUInt16(context, x); + sAddUInt16(context, y); + sAddUInt16(context, context->m_clientWidth); + sAddUInt16(context, context->m_clientHeight); + sAddUInt16(context, warp); + sAddUInt16(context, 0); // mx? + sAddUInt16(context, 0); // my? + sSendReply(context); + return; + } + else if (USYNERGY_IS_PACKET("CIAK")) + { + // Do nothing? + // kMsgCInfoAck = "CIAK" + return; + } + else if (USYNERGY_IS_PACKET("CROP")) + { + // Do nothing? + // kMsgCResetOptions = "CROP" + return; + } + else if (USYNERGY_IS_PACKET("CINN")) + { + // Screen enter. Reply with CNOP + // kMsgCEnter = "CINN%2i%2i%4i%2i" + + // Obtain the Synergy sequence number + context->m_sequenceNumber = sNetToNative32(message + 12); + context->m_isCaptured = USYNERGY_TRUE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("COUT")) + { + // Screen leave + // kMsgCLeave = "COUT" + context->m_isCaptured = USYNERGY_FALSE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DMDN")) + { + // Mouse down + // kMsgDMouseDown = "DMDN%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_TRUE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_TRUE; + else + context->m_mouseButtonLeft = USYNERGY_TRUE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMUP")) + { + // Mouse up + // kMsgDMouseUp = "DMUP%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_FALSE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_FALSE; + else + context->m_mouseButtonLeft = USYNERGY_FALSE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMMV")) + { + // Mouse move. Reply with CNOP + // kMsgDMouseMove = "DMMV%2i%2i" + context->m_mouseX = sNetToNative16(message+8); + context->m_mouseY = sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMWM")) + { + // Mouse wheel + // kMsgDMouseWheel = "DMWM%2i%2i" + // kMsgDMouseWheel1_0 = "DMWM%2i" + context->m_mouseWheelX += sNetToNative16(message+8); + context->m_mouseWheelY += sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DKDN")) + { + // Key down + // kMsgDKeyDown = "DKDN%2i%2i%2i" + // kMsgDKeyDown1_0 = "DKDN%2i%2i" + //uint16_t id = sNetToNative16(message+8); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DKRP")) + { + // Key repeat + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + uint16_t mod = sNetToNative16(message+10); +// uint16_t count = sNetToNative16(message+12); + uint16_t key = sNetToNative16(message+14); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("DKUP")) + { + // Key up + // kMsgDKeyUp = "DKUP%2i%2i%2i" + // kMsgDKeyUp1_0 = "DKUP%2i%2i" + //uint16 id=Endian::sNetToNative(sbuf[4]); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DGBT")) + { + // Joystick buttons + // kMsgDGameButtons = "DGBT%1i%2i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickButtons[joy_num] = (message[9] << 8) | message[10]; + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DGST")) + { + // Joystick sticks + // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickSticks[joy_num], message+9, 4); + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DSOP")) + { + // Set options + // kMsgDSetOptions = "DSOP%4I" + } + else if (USYNERGY_IS_PACKET("CALV")) + { + // Keepalive, reply with CALV and then CNOP + // kMsgCKeepAlive = "CALV" + sAddString(context, "CALV"); + sSendReply(context); + // now reply with CNOP + } + else if (USYNERGY_IS_PACKET("DCLP")) + { + // Clipboard message + // kMsgDClipboard = "DCLP%1i%4i%s" + // + // The clipboard message contains: + // 1 uint32: The size of the message + // 4 chars: The identifier ("DCLP") + // 1 uint8: The clipboard index + // 1 uint32: The sequence number. It's zero, because this message is always coming from the server? + // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)). + // 1 uint32: The number of formats present in the message + // And then 'number of formats' times the following: + // 1 uint32: The format of the clipboard data + // 1 uint32: The size n of the clipboard data + // n uint8: The clipboard data + const uint8_t * parse_msg = message+17; + uint32_t num_formats = sNetToNative32(parse_msg); + parse_msg += 4; + for (; num_formats; num_formats--) + { + // Parse clipboard format header + uint32_t format = sNetToNative32(parse_msg); + uint32_t size = sNetToNative32(parse_msg+4); + parse_msg += 8; + + // Call callback + if (context->m_clipboardCallback) + context->m_clipboardCallback(context->m_cookie, format, parse_msg, size); + + parse_msg += size; + } + } + else + { + // Unknown packet, could be any of these + // kMsgCNoop = "CNOP" + // kMsgCClose = "CBYE" + // kMsgCClipboard = "CCLP%1i%4i" + // kMsgCScreenSaver = "CSEC%1i" + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + // kMsgDMouseRelMove = "DMRM%2i%2i" + // kMsgEIncompatible = "EICV%2i%2i" + // kMsgEBusy = "EBSY" + // kMsgEUnknown = "EUNK" + // kMsgEBad = "EBAD" + char buffer[64]; + sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]); + sTrace(context, buffer); + return; + } + + // Reply with CNOP maybe? + sAddString(context, "CNOP"); + sSendReply(context); +} +#undef USYNERGY_IS_PACKET + + + +/** +@brief Mark context as being disconnected +**/ +static void sSetDisconnected(uSynergyContext *context) +{ + context->m_connected = USYNERGY_FALSE; + context->m_hasReceivedHello = USYNERGY_FALSE; + context->m_isCaptured = USYNERGY_FALSE; + context->m_replyCur = context->m_replyBuffer + 4; + context->m_sequenceNumber = 0; +} + + + +/** +@brief Update a connected context +**/ +static void sUpdateContext(uSynergyContext *context) +{ + /* Receive data (blocking) */ + int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs; + int num_received = 0; + int packlen = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + char buffer[128]; + sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received); + sTrace(context, buffer); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + return; + } + context->m_receiveOfs += num_received; + + /* If we didn't receive any data then we're probably still polling to get connected and + therefore not getting any data back. To avoid overloading the system with a Synergy + thread that would hammer on polling, we let it rest for a bit if there's no data. */ + if (num_received == 0) + context->m_sleepFunc(context->m_cookie, 500); + + /* Check for timeouts */ + if (context->m_hasReceivedHello) + { + uint32_t cur_time = context->m_getTimeFunc(); + if (num_received == 0) + { + /* Timeout after 2 secs of inactivity (we received no CALV) */ + if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT) + sSetDisconnected(context); + } + else + context->m_lastMessageTime = cur_time; + } + + /* Eat packets */ + for (;;) + { + /* Grab packet length and bail out if the packet goes beyond the end of the buffer */ + packlen = sNetToNative32(context->m_receiveBuffer); + if (packlen+4 > context->m_receiveOfs) + break; + + /* Process message */ + sProcessMessage(context, context->m_receiveBuffer); + + /* Move packet to front of buffer */ + memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4); + context->m_receiveOfs -= packlen+4; + } + + /* Throw away over-sized packets */ + if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE) + { + /* Oversized packet, ditch tail end */ + char buffer[128]; + sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen); + sTrace(context, buffer); + num_received = context->m_receiveOfs-4; // 4 bytes for the size field + while (num_received != packlen) + { + int buffer_left = packlen - num_received; + int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE; + int ditch_received = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + sTrace(context, "Receive failed, trying to reconnect in a second"); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + break; + } + else + { + num_received += ditch_received; + } + } + context->m_receiveOfs = 0; + } +} + + +//--------------------------------------------------------------------------------------------------------------------- +// Public interface +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Initialize uSynergy context +**/ +void uSynergyInit(uSynergyContext *context) +{ + /* Zero memory */ + memset(context, 0, sizeof(uSynergyContext)); + + /* Initialize to default state */ + sSetDisconnected(context); +} + + +/** +@brief Update uSynergy +**/ +void uSynergyUpdate(uSynergyContext *context) +{ + if (context->m_connected) + { + /* Update context, receive data, call callbacks */ + sUpdateContext(context); + } + else + { + /* Try to connect */ + if (context->m_connectFunc(context->m_cookie)) + context->m_connected = USYNERGY_TRUE; + } +} + + + +/** +@brief Send clipboard data +**/ +void uSynergySendClipboard(uSynergyContext *context, const char *text) +{ + // Calculate maximum size that will fit in a reply packet + uint32_t overhead_size = 4 + /* Message size */ + 4 + /* Message ID */ + 1 + /* Clipboard index */ + 4 + /* Sequence number */ + 4 + /* Rest of message size (because it's a Synergy string from here on) */ + 4 + /* Number of clipboard formats */ + 4 + /* Clipboard format */ + 4; /* Clipboard data length */ + uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size; + + // Clip text to max length + uint32_t text_length = (uint32_t)strlen(text); + if (text_length > max_length) + { + char buffer[128]; + sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length); + sTrace(context, buffer); + text_length = max_length; + } + + // Assemble packet + sAddString(context, "DCLP"); + sAddUInt8(context, 0); /* Clipboard index */ + sAddUInt32(context, context->m_sequenceNumber); + sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */ + sAddUInt32(context, 1); /* Number of formats (only text for now) */ + sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT); + sAddUInt32(context, text_length); + sAddString(context, text); + sSendReply(context); +} From bff2d5d5e2e2d304a3c17d140a81b0bbce114c0b Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Nov 2019 11:41:02 +0100 Subject: [PATCH 516/687] Update README.md --- docs/README.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/docs/README.md b/docs/README.md index c5d757be5..c78cddb98 100644 --- a/docs/README.md +++ b/docs/README.md @@ -214,6 +214,10 @@ Ongoing Dear ImGui development is financially supported by users and private spo And all other past and present supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) +Dear ImGui is using software and services kindly provided free of charge for open source projects: +- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. +- [GitHub actions](https://github.com/features/actions) for continuous integration systems. + Credits ------- From 916487a653346d17d07226e5bb3c6bbc7f4bbf48 Mon Sep 17 00:00:00 2001 From: Konstantin Podsvirov Date: Thu, 31 Oct 2019 00:56:16 +0300 Subject: [PATCH 517/687] example_emscripten: skip outdated compiler option For more info see: https://github.com/ocornut/imgui/issues/2877 --- examples/example_emscripten/Makefile | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile index c9f2c054e..480fabd7d 100644 --- a/examples/example_emscripten/Makefile +++ b/examples/example_emscripten/Makefile @@ -22,9 +22,11 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) EMS = -s USE_SDL=2 -s WASM=1 -EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp +EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s ASSERTIONS=1 +# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s NO_FILESYSTEM=1 ## Getting "error: undefined symbol: $FS" if filesystem is removed #EMS += -s SAFE_HEAP=1 ## Adds overhead From 3929255b770d511301d8f65923c6f5f0adf8b126 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Nov 2019 12:53:30 +0100 Subject: [PATCH 518/687] Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] --- docs/CHANGELOG.txt | 2 ++ examples/example_emscripten/README.md | 10 +++++++--- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a5f6b1ee0..e4ea21dc8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -75,6 +75,8 @@ Other Changes: - Metrics: Expose basic details of each window key/value state storage. - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] +- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 + but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] - Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] diff --git a/examples/example_emscripten/README.md b/examples/example_emscripten/README.md index c607ed73c..dcb7c1a72 100644 --- a/examples/example_emscripten/README.md +++ b/examples/example_emscripten/README.md @@ -3,6 +3,10 @@ - You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions -``` -em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html -``` +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- Then build using `make` while in the `example_emscripten/` directory. + +- Note that Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: + +`#EMS += -s BINARYEN_TRAP_MODE=clamp` From 4c13807b7d43ff0946b7ffea0ae3aee9e611d778 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 5 Nov 2019 22:43:53 +0100 Subject: [PATCH 519/687] Misc: Optimized storage of window settings data (reducing allocation count). --- docs/CHANGELOG.txt | 1 + imgui.cpp | 12 +++++++----- imgui_internal.h | 6 ++++-- 3 files changed, 12 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e4ea21dc8..6aa294071 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,7 @@ Other Changes: incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Misc: Optimized storage of window settings data (reducing allocation count). - Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. diff --git a/imgui.cpp b/imgui.cpp index 22f5395e5..f58737ca5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3809,8 +3809,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); - for (int i = 0; i < g.SettingsWindows.Size; i++) - IM_DELETE(g.SettingsWindows[i].Name); + g.SettingsWindowsNames.clear(); g.SettingsWindows.clear(); g.SettingsHandlers.clear(); @@ -9205,8 +9204,10 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) if (const char* p = strstr(name, "###")) name = p; #endif - settings->Name = ImStrdup(name); - settings->ID = ImHashStr(name); + size_t name_len = strlen(name); + settings->NameOffset = g.SettingsWindowsNames.size(); + g.SettingsWindowsNames.append(name, name + name_len + 1); // Append with zero terminator + settings->ID = ImHashStr(name, name_len); return settings; } @@ -9387,7 +9388,8 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl for (int i = 0; i != g.SettingsWindows.Size; i++) { const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); + const char* settings_name = g.SettingsWindowsNames.c_str() + settings->NameOffset; + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); diff --git a/imgui_internal.h b/imgui_internal.h index c1dda24e5..c1998107b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -662,15 +662,16 @@ struct IMGUI_API ImGuiInputTextState }; // Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. struct ImGuiWindowSettings { - char* Name; + int NameOffset; // Offset into SettingsWindowNames[] ImGuiID ID; ImVec2ih Pos; ImVec2ih Size; bool Collapsed; - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } + ImGuiWindowSettings() { NameOffset = -1; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } }; struct ImGuiSettingsHandler @@ -1039,6 +1040,7 @@ struct ImGuiContext ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector SettingsHandlers; // List of .ini settings handlers ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + ImGuiTextBuffer SettingsWindowsNames; // Names for SettingsWindows // Logging bool LogEnabled; From 09b2310237d6295d4137aa625f59ef8b0d322c1a Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Nov 2019 15:15:29 +0100 Subject: [PATCH 520/687] Internals: Added index of helpers and shuffled a few things. --- imgui.h | 10 +++++---- imgui_internal.h | 55 +++++++++++++++++++++++++++++++----------------- 2 files changed, 42 insertions(+), 23 deletions(-) diff --git a/imgui.h b/imgui.h index 841506f97..ceac0879b 100644 --- a/imgui.h +++ b/imgui.h @@ -1223,10 +1223,12 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p //----------------------------------------------------------------------------- // Helper: ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). -// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. -// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. -// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, -// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- template diff --git a/imgui_internal.h b/imgui_internal.h index c1998107b..0fe8590a6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -64,6 +64,7 @@ Index of this file: // Forward declarations //----------------------------------------------------------------------------- +struct ImBoolVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances @@ -87,6 +88,7 @@ struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) +template struct ImPool; // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical @@ -133,7 +135,19 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer //----------------------------------------------------------------------------- // Generic helpers //----------------------------------------------------------------------------- +// - Macros +// - Helpers: Misc +// - Helpers: Bit manipulation +// - Helpers: Geometry +// - Helpers: String, Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helper: ImBoolVector +// - Helper: ImPool<> +//----------------------------------------------------------------------------- +// Macros #define IM_PI 3.14159265358979323846f #ifdef _WIN32 #define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) @@ -159,28 +173,20 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IMGUI_CDECL #endif -// Helpers: UTF-8 <> wchar -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 - // Helpers: Misc -IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } #define ImQsort qsort +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] #endif +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + // Helpers: Geometry IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); @@ -188,7 +194,7 @@ IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); -// Helpers: String +// Helpers: String, Formatting IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -206,6 +212,16 @@ IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) @@ -271,9 +287,9 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// Helper: ImBoolVector. Store 1-bit per value. -// Note that Resize() currently clears the whole vector. -struct ImBoolVector +// Helper: ImBoolVector +// Store 1-bit per value. Note that Resize() currently clears the whole vector. +struct IMGUI_API ImBoolVector { ImVector Storage; ImBoolVector() { } @@ -283,7 +299,8 @@ struct ImBoolVector void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } }; -// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template From 28f1d60de10929f7a96c8f880818e48fe08a05fe Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 6 Nov 2019 22:52:48 +0100 Subject: [PATCH 521/687] Internals: Renaming + added ImStrSkipBlank() from docking branch. (cherry picked from commit a573943fa0ce323ffb4080e57f5e8fe1bc777c36) --- imgui.cpp | 37 +++++++++++++++++++++++-------------- imgui_internal.h | 3 ++- 2 files changed, 25 insertions(+), 15 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f58737ca5..29c44abbf 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -847,9 +847,9 @@ static void AddWindowToSortBuffer(ImVector* out_sorted static ImRect GetViewportRect(); // Settings -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); @@ -1242,6 +1242,13 @@ void ImStrTrimBlanks(char* buf) buf[p - p_start] = 0; // Zero terminate } +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. @@ -3744,13 +3751,15 @@ void ImGui::Initialize(ImGuiContext* context) IM_ASSERT(!g.Initialized && !g.SettingsLoaded); // Add .ini handle for ImGuiWindow type - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } g.Initialized = true; } @@ -9342,7 +9351,7 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) return g.SettingsIniData.c_str(); } -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); if (!settings) @@ -9350,7 +9359,7 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; int x, y; @@ -9360,7 +9369,7 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) @@ -9393,7 +9402,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); - buf->appendf("\n"); + buf->append("\n"); } } diff --git a/imgui_internal.h b/imgui_internal.h index 0fe8590a6..5d104fe37 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -87,7 +87,7 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) -struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) template struct ImPool; // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. @@ -206,6 +206,7 @@ IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); From a337e219b6f1c3791ab6e3c830f6b3372f7b616c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 7 Nov 2019 15:01:19 +0100 Subject: [PATCH 522/687] Internals: ImPool: Renaming. --- imgui.cpp | 6 +++--- imgui_internal.h | 22 +++++++++++----------- 2 files changed, 14 insertions(+), 14 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 29c44abbf..c75eb1798 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9830,9 +9830,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) { - for (int n = 0; n < g.TabBars.Data.Size; n++) + for (int n = 0; n < g.TabBars.GetSize(); n++) Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); ImGui::TreePop(); } @@ -9845,7 +9845,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) #endif #if 0 - if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.Data.Size)) + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) { ImGui::TreePop(); } diff --git a/imgui_internal.h b/imgui_internal.h index 5d104fe37..6fe74a0df 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -307,23 +307,23 @@ typedef int ImPoolIdx; template struct IMGUI_API ImPool { - ImVector Data; // Contiguous data + ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use ImPool() { FreeIdx = 0; } ~ImPool() { Clear(); } - T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } - T* GetByIndex(ImPoolIdx n) { return &Data[n]; } - ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } - T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } - bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } - void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Data.Size; } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Buf.Size; } }; //----------------------------------------------------------------------------- From d003674f2cc3a653ca61a6d4d3cc35a95fc83e1e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 7 Nov 2019 16:05:03 +0100 Subject: [PATCH 523/687] Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables) --- imgui.cpp | 36 +++++++++++++++++++----------------- imgui_internal.h | 42 ++++++++++++++++++++++++++++++++---------- 2 files changed, 51 insertions(+), 27 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c75eb1798..c15121a36 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2525,7 +2525,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; - SettingsIdx = -1; + SettingsOffset = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; @@ -3818,7 +3818,6 @@ void ImGui::Shutdown(ImGuiContext* context) g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); - g.SettingsWindowsNames.clear(); g.SettingsWindows.clear(); g.SettingsHandlers.clear(); @@ -4704,7 +4703,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); window->Pos = ImVec2(settings->Pos.x, settings->Pos.y); window->Collapsed = settings->Collapsed; @@ -9205,27 +9204,31 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back(ImGuiWindowSettings()); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + #if !IMGUI_DEBUG_INI_SETTINGS // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. if (const char* p = strstr(name, "###")) name = p; #endif - size_t name_len = strlen(name); - settings->NameOffset = g.SettingsWindowsNames.size(); - g.SettingsWindowsNames.append(name, name + name_len + 1); // Append with zero terminator + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + return settings; } ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; - for (int i = 0; i != g.SettingsWindows.Size; i++) - if (g.SettingsWindows[i].ID == id) - return &g.SettingsWindows[i]; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; return NULL; } @@ -9380,11 +9383,11 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; - ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); if (!settings) { settings = ImGui::CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); @@ -9393,11 +9396,10 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve - for (int i = 0; i != g.SettingsWindows.Size; i++) + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { - const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - const char* settings_name = g.SettingsWindowsNames.c_str() + settings->NameOffset; + const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); diff --git a/imgui_internal.h b/imgui_internal.h index 6fe74a0df..37d460207 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -88,7 +88,6 @@ struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) -template struct ImPool; // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical @@ -145,6 +144,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // - Helpers: Maths // - Helper: ImBoolVector // - Helper: ImPool<> +// - Helper: ImChunkStream<> //----------------------------------------------------------------------------- // Macros @@ -326,6 +326,28 @@ struct IMGUI_API ImPool int GetSize() const { return Buf.Size; } }; +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct IMGUI_API ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } +}; + //----------------------------------------------------------------------------- // Misc data structures //----------------------------------------------------------------------------- @@ -681,15 +703,16 @@ struct IMGUI_API ImGuiInputTextState // Windows data saved in imgui.ini file // Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) struct ImGuiWindowSettings { - int NameOffset; // Offset into SettingsWindowNames[] ImGuiID ID; ImVec2ih Pos; ImVec2ih Size; bool Collapsed; - ImGuiWindowSettings() { NameOffset = -1; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } + ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; } + char* GetName() { return (char*)(this + 1); } }; struct ImGuiSettingsHandler @@ -1053,12 +1076,11 @@ struct ImGuiContext ImVec2 PlatformImeLastPos; // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) - ImGuiTextBuffer SettingsWindowsNames; // Names for SettingsWindows + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries // Logging bool LogEnabled; @@ -1369,7 +1391,7 @@ struct IMGUI_API ImGuiWindow ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; From 037126ee0ef69a01b0f25ac4e7e52e6cd814b104 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Nov 2019 14:57:56 +0100 Subject: [PATCH 524/687] TreeNode: Reworded code for ImGuiTreeNodeFlags_OpenOnArrow (follow up to f79b2d6c) to make it lightweight. Should be a no-op from user's point of view. Will facilitate using the arrow hovering information in the hot path. (#2886) --- imgui_widgets.cpp | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bf2f6617b..41f96c84e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5287,13 +5287,15 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed) { - const float arrow_x1 = text_pos.x - text_offset_x; - const float arrow_x2 = arrow_x1 + g.FontSize + padding.x * 2.0f; - toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + const float hit_padding_x = style.TouchExtraPadding.x; + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(ImVec2(arrow_x1, interact_bb.Min.y), ImVec2(arrow_x2, interact_bb.Max.y)) && (!g.NavDisableMouseHover); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; + toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = false; } From 011d475532dd7b416c43055d3fd44b8798f7e675 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Nov 2019 15:13:21 +0100 Subject: [PATCH 525/687] TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with multi-select patterns. (#2886, #1896, #1861) --- docs/CHANGELOG.txt | 2 ++ imgui_internal.h | 2 +- imgui_widgets.cpp | 18 ++++++++++++------ 3 files changed, 15 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6aa294071..a28d9cc90 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -66,6 +66,8 @@ Other Changes: - ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating + interactions with multi-select patterns. (#2886, #1896, #1861) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) - Misc: Optimized storage of window settings data (reducing allocation count). diff --git a/imgui_internal.h b/imgui_internal.h index 37d460207..63357cea2 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -365,7 +365,7 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 41f96c84e..d59683153 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5269,7 +5269,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // - OpenOnDoubleClick .............. double-click anywhere to open // - OpenOnArrow .................... single-click on arrow to open // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + ImGuiButtonFlags button_flags = 0; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) @@ -5277,6 +5277,15 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float hit_padding_x = style.TouchExtraPadding.x; + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; + if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2)) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; @@ -5287,13 +5296,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed) { - const float hit_padding_x = style.TouchExtraPadding.x; - const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x; - const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; - if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) toggled = true; if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. From 57dc34f4e850c29ba9be7886afc7d07486a7ef59 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Nov 2019 15:23:34 +0100 Subject: [PATCH 526/687] TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) --- docs/CHANGELOG.txt | 4 +++- imgui.cpp | 6 ++++++ imgui.h | 1 + imgui_demo.cpp | 9 ++++++--- imgui_internal.h | 5 +++-- imgui_widgets.cpp | 3 ++- 6 files changed, 21 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a28d9cc90..a45a3b795 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -67,7 +67,9 @@ Other Changes: - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating - interactions with multi-select patterns. (#2886, #1896, #1861) + interactions with custom multi-selections patterns. (#2886, #1896, #1861) +- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating + interactions with custom multi-selections patterns. (#1896, #1861) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) - Misc: Optimized storage of window settings data (reducing allocation count). diff --git a/imgui.cpp b/imgui.cpp index c15121a36..e21c8a0d9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4458,6 +4458,12 @@ bool ImGui::IsItemClicked(int mouse_button) return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index ceac0879b..bde32ceb6 100644 --- a/imgui.h +++ b/imgui.h @@ -636,6 +636,7 @@ namespace ImGui IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 3eedda458..b98eb7663 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1613,7 +1613,7 @@ static void ShowDemoWindowWidgets() { // Submit an item (various types available) so we can query their status in the following block. static int item_type = 1; - ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0"); + ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode\0TreeNode (w/ double-click)\0ListBox\0", 20); ImGui::SameLine(); HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); bool ret = false; @@ -1630,8 +1630,9 @@ static void ShowDemoWindowWidgets() if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } // Display the value of IsItemHovered() and other common item state functions. // Note that the ImGuiHoveredFlags_XXX flags can be combined. @@ -1652,6 +1653,7 @@ static void ShowDemoWindowWidgets() "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", @@ -1669,6 +1671,7 @@ static void ShowDemoWindowWidgets() ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y diff --git a/imgui_internal.h b/imgui_internal.h index 63357cea2..42d296dbe 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -444,8 +444,9 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. - ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d59683153..2757ac6fa 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5291,9 +5291,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - bool toggled = false; if (!is_leaf) { + bool toggled = false; if (pressed) { if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) @@ -5321,6 +5321,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) From 6e8e2c0fa9e9cc5347a3c3962d30515830a89fcf Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 8 Nov 2019 19:00:49 +0100 Subject: [PATCH 527/687] Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled. Demo: Fixed a small bug with scrolling demo. Metrics: Tweaks. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 12 +++++++++--- imgui_demo.cpp | 44 +++++++++++++++++++++++++------------------- 3 files changed, 36 insertions(+), 22 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a45a3b795..80d2229f2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -63,6 +63,8 @@ Other Changes: multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly, but it wouldn't push the contents area boundary low enough. +- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where + all child window contents would be culled. - ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] - TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) diff --git a/imgui.cpp b/imgui.cpp index e21c8a0d9..db6d05a3a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5054,6 +5054,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; + // Ensure that ScrollBar doesn't read last frame's SkipItems + window->SkipItems = false; + // Draw window + handle manual resize // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. const float window_rounding = window->WindowRounding; @@ -9754,7 +9757,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("%s: NULL", label); return; } - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window)) + bool open = ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); + if (ImGui::IsItemHovered() && window->WasActive) + ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) return; ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); @@ -9763,7 +9769,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); @@ -9821,7 +9827,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) }; Funcs::NodeWindows(g.Windows, "Windows"); - if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) { for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b98eb7663..deaf4bc40 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2215,7 +2215,7 @@ static void ShowDemoWindowLayout() ImGui::TextUnformatted(names[i]); ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); @@ -2225,16 +2225,19 @@ static void ShowDemoWindowLayout() ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); - for (int item = 0; item < 100; item++) + if (window_visible) // Avoid calling SetScrollHereY when running with culled items { - if (enable_track && item == track_item) + for (int item = 0; item < 100; item++) { - ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); - ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom - } - else - { - ImGui::Text("Item %d", item); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } } } float scroll_y = ImGui::GetScrollY(); @@ -2253,23 +2256,26 @@ static void ShowDemoWindowLayout() { float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); + bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); - for (int item = 0; item < 100; item++) + if (window_visible) // Avoid calling SetScrollHereY when running with culled items { - if (enable_track && item == track_item) + for (int item = 0; item < 100; item++) { - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); - ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); } - else - { - ImGui::Text("Item %d", item); - } - ImGui::SameLine(); } float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); From 7c441e37faef9211b0684b6c7a4548b40dcc9507 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 11 Nov 2019 14:47:39 +0100 Subject: [PATCH 528/687] CI: Update jobs to MacOS latest (Catalina) Metrics: Added description to Item Picker. --- .github/workflows/build.yml | 4 ++-- imgui.cpp | 17 ++++++++++++++++- 2 files changed, 18 insertions(+), 3 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index babd548a8..86f5de6e8 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -168,7 +168,7 @@ jobs: run: make -C examples/example_sdl_opengl3 MacOS: - runs-on: macOS-10.14 + runs-on: macOS-latest steps: - uses: actions/checkout@v1 with: @@ -206,7 +206,7 @@ jobs: run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 iOS: - runs-on: macOS-10.14 + runs-on: macOS-latest steps: - uses: actions/checkout@v1 with: diff --git a/imgui.cpp b/imgui.cpp index db6d05a3a..b3b39711c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -351,7 +351,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. Grep this log for details and new names, or see how they were implemented until 1.73. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). @@ -9607,6 +9607,19 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::Begin("Dear ImGui Metrics", p_open)) @@ -9890,6 +9903,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (ImGui::Button("Item Picker..")) ImGui::DebugStartItemPicker(); + ImGui::SameLine(); + HelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); From b138f8cbcd0bce666a9584f37d4616041e91a5f4 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 12 Nov 2019 23:54:22 +0100 Subject: [PATCH 529/687] Internal: Nav rename preparing for nav inputs ownership changes. IsNavInputPressed() -> IsNavInputTest() --- imgui.cpp | 23 ++++++++++++----------- imgui_internal.h | 6 +----- imgui_widgets.cpp | 2 +- 3 files changed, 14 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b3b39711c..9c4f1949b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8169,7 +8169,7 @@ static void ImGui::NavUpdate() g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { if (g.ActiveId != 0) { @@ -8213,14 +8213,14 @@ static void ImGui::NavUpdate() if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) g.NavActivateId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) @@ -8241,10 +8241,11 @@ static void ImGui::NavUpdate() g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) { g.NavMoveDir = ImGuiDir_Down; } + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; } @@ -8539,7 +8540,7 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) @@ -8558,7 +8559,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); @@ -8590,9 +8591,9 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) g.NavWindowingToggleLayer = true; - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) apply_toggle_layer = true; diff --git a/imgui_internal.h b/imgui_internal.h index 42d296dbe..0d0dda3e0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -956,7 +956,6 @@ struct ImGuiContext bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; ImGuiWindow* ActiveIdPreviousFrameWindow; - ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. @@ -1145,12 +1144,10 @@ struct ImGuiContext ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; LastActiveIdTimer = 0.0f; @@ -1639,8 +1636,7 @@ namespace ImGui IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } - inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } // Drag and Drop IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 2757ac6fa..353f97d94 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -549,7 +549,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) pressed = true; if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) From 25eee91542adaef308270fa864fc92b0d9d6eb61 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Nov 2019 21:35:42 +0100 Subject: [PATCH 530/687] Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) Internals: Moved some error handling code. --- docs/CHANGELOG.txt | 1 + imgui.cpp | 118 ++++++++++++++++++++++++++++----------------- imgui_internal.h | 23 ++++----- 3 files changed, 88 insertions(+), 54 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 80d2229f2..29e869b07 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -74,6 +74,7 @@ Other Changes: interactions with custom multi-selections patterns. (#1896, #1861) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) - Misc: Optimized storage of window settings data (reducing allocation count). - Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] diff --git a/imgui.cpp b/imgui.cpp index 9c4f1949b..42b7f4549 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -54,6 +54,7 @@ CODE // [SECTION] ImGuiListClipper // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ERROR CHECKING // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS @@ -838,7 +839,6 @@ static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); -static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); @@ -874,6 +874,10 @@ static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_win static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static int FindWindowFocusIndex(ImGuiWindow* window); +// Error Checking +static void ErrorCheckEndFrame(); +static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); + // Misc static void UpdateMouseInputs(); static void UpdateMouseWheel(); @@ -3539,7 +3543,7 @@ void ImGui::NewFrame() } g.Time += g.IO.DeltaTime; - g.FrameScopeActive = true; + g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; @@ -3713,7 +3717,7 @@ void ImGui::NewFrame() // This fallback is particularly important as it avoid ImGui:: calls from crashing. SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); - g.FrameScopePushedImplicitWindow = true; + g.WithinFrameScopeWithImplicitWindow = true; #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiTestEngineHook_PostNewFrame(&g); @@ -3982,7 +3986,7 @@ void ImGui::EndFrame() IM_ASSERT(g.Initialized); if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. return; - IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) @@ -3991,24 +3995,10 @@ void ImGui::EndFrame() g.PlatformImeLastPos = g.PlatformImePos; } - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING - End(); - } - else - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } + ErrorCheckEndFrame(); // Hide implicit/fallback "Debug" window if it hasn't been used - g.FrameScopePushedImplicitWindow = false; + g.WithinFrameScopeWithImplicitWindow = false; if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; End(); @@ -4035,7 +4025,7 @@ void ImGui::EndFrame() } // End frame - g.FrameScopeActive = false; + g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus @@ -4602,7 +4592,10 @@ void ImGui::EndChild() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.WithinEndChild == false); IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + + g.WithinEndChild = true; if (window->BeginCount > 1) { End(); @@ -4634,6 +4627,7 @@ void ImGui::EndChild() ItemAdd(bb, 0); } } + g.WithinEndChild = false; } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -4656,22 +4650,6 @@ void ImGui::EndChildFrame() EndChild(); } -// Save and compare stack sizes on Begin()/End() to detect usage errors -static void CheckStacksSize(ImGuiWindow* window, bool write) -{ - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - ImGuiContext& g = *GImGui; - short* p_backup = &window->DC.StackSizesBackup[0]; - { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() - IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} - static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); @@ -5238,7 +5216,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required - IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet // Find or create @@ -5300,7 +5278,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); g.CurrentWindow = NULL; - CheckStacksSize(window, true); + ErrorCheckBeginEndCompareStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -5839,16 +5817,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) void ImGui::End() { ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + // Error checking: verify that user hasn't called End() too many times! + // FIXME-ERRORHANDLING + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) { IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); - return; // FIXME-ERRORHANDLING + return; } IM_ASSERT(g.CurrentWindowStack.Size > 0); - ImGuiWindow* window = g.CurrentWindow; + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT(g.WithinEndChild && "Must call EndChild() and not End()!"); + // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle @@ -5861,7 +5845,7 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - CheckStacksSize(window, false); + ErrorCheckBeginEndCompareStacksSize(window, false); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); } @@ -7007,6 +6991,54 @@ void ImGui::Unindent(float indent_w) } +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +static void ImGui::ErrorCheckEndFrame() +{ + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + ImGuiContext& g = *GImGui; + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + End(); + } + else + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +{ + ImGuiContext& g = *GImGui; + short* p = &window->DC.StackSizesBackup[0]; + + // Window stacks + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + + //----------------------------------------------------------------------------- // [SECTION] SCROLLING //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 0d0dda3e0..3b7ad26e3 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -903,9 +903,7 @@ struct ImGuiPtrOrIndex struct ImGuiContext { bool Initialized; - bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() - bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() - bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() @@ -916,19 +914,22 @@ struct ImGuiContext int FrameCount; int FrameCountEnded; int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector WindowsSortBuffer; ImVector CurrentWindowStack; - ImGuiStorage WindowsById; - int WindowsActiveCount; - ImGuiWindow* CurrentWindow; // Being drawn into + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. - ImGuiWindow* WheelingWindow; + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; float WheelingWindowTimer; @@ -1057,9 +1058,9 @@ struct ImGuiContext ImFont InputTextPasswordFont; ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; + float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips float ColorEditLastColor[3]; - ImVec4 ColorPickerRef; + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio @@ -1082,7 +1083,7 @@ struct ImGuiContext ImVector SettingsHandlers; // List of .ini settings handlers ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries - // Logging + // Capture/Logging bool LogEnabled; ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file @@ -1109,7 +1110,6 @@ struct ImGuiContext ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; @@ -1117,6 +1117,7 @@ struct ImGuiContext Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; WindowsActiveCount = 0; CurrentWindow = NULL; From 03852470deabade6cf2f4c960a480e2c806c94e2 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Nov 2019 21:58:18 +0100 Subject: [PATCH 531/687] Internals: Routing recoverable user errors via IMGUI_USER_ERROR() macro. (#1651) --- imgui.cpp | 11 +++++------ imgui_internal.h | 5 +++++ imgui_widgets.cpp | 8 ++++---- 3 files changed, 14 insertions(+), 10 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 42b7f4549..1706086a6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5820,17 +5820,16 @@ void ImGui::End() ImGuiWindow* window = g.CurrentWindow; // Error checking: verify that user hasn't called End() too many times! - // FIXME-ERRORHANDLING if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) { - IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); + IMGUI_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); return; } IM_ASSERT(g.CurrentWindowStack.Size > 0); // Error checking: verify that user doesn't directly call End() on a child window. if (window->Flags & ImGuiWindowFlags_ChildWindow) - IM_ASSERT(g.WithinEndChild && "Must call EndChild() and not End()!"); + IMGUI_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) @@ -7004,13 +7003,13 @@ static void ImGui::ErrorCheckEndFrame() { if (g.CurrentWindowStack.Size > 1) { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + IMGUI_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) End(); } else { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + IMGUI_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } diff --git a/imgui_internal.h b/imgui_internal.h index 3b7ad26e3..f04d4e429 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -161,6 +161,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +// Error handling +#ifndef IMGUI_USER_ERROR +#define IMGUI_USER_ERROR(_EXPR, _MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error +#endif + // Debug Logging #ifndef IMGUI_DEBUG_LOG #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 353f97d94..beeffba65 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6472,8 +6472,8 @@ void ImGui::EndTabBar() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); - return; // FIXME-ERRORHANDLING + IMGUI_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; } if (tab_bar->WantLayout) TabBarLayout(tab_bar); @@ -6869,8 +6869,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; // FIXME-ERRORHANDLING + IMGUI_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; } bool ret = TabItemEx(tab_bar, label, p_open, flags); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) From be436e2b0bed33921817ac8c77ea9c44b2abacfe Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 13 Nov 2019 22:04:16 +0100 Subject: [PATCH 532/687] Fix HelpMarker() symbol collision for unity builds (#2893) --- imgui.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 1706086a6..fc89ef4c8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9639,7 +9639,8 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW -static void HelpMarker(const char* desc) +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) @@ -9936,7 +9937,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::Button("Item Picker..")) ImGui::DebugStartItemPicker(); ImGui::SameLine(); - HelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); From b23dcab6e13ddf8c973288fbbd1866dbc809dada Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Nov 2019 16:06:39 +0100 Subject: [PATCH 533/687] Fix 25eee91 incorrect assert when ending a child-popup (rarely used but used by sub-nenus) --- imgui.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index fc89ef4c8..3e5646686 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7516,13 +7516,19 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); // Make all menus and popups wrap around for now, may need to expose that policy. - NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + // Child-popups don't need to be layed out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; End(); + g.WithinEndChild = false; } bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) From be05e12e21050f91435fdbb027da1206c6b6adab Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 14 Nov 2019 18:02:18 +0100 Subject: [PATCH 534/687] Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). --- docs/CHANGELOG.txt | 1 + imgui_internal.h | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 29e869b07..0531da371 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,7 @@ Other Changes: - Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) - Misc: Optimized storage of window settings data (reducing allocation count). - Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) +- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] diff --git a/imgui_internal.h b/imgui_internal.h index f04d4e429..027d3804b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -155,7 +155,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds From 8f40020ca6e561216f1562898c5961973b36baad Mon Sep 17 00:00:00 2001 From: Tracy Ma <1991md@gmail.com> Date: Fri, 15 Nov 2019 16:51:48 +0800 Subject: [PATCH 535/687] Disable Win32 clipboard and IME functions when build target UWP (#2892, #2895) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0531da371..513cd335a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,7 @@ Other Changes: - Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) - Misc: Optimized storage of window settings data (reducing allocation count). - Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) +- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) - Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. diff --git a/imgui.cpp b/imgui.cpp index 3e5646686..bfe4b1783 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9483,6 +9483,10 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #else #include #endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif #elif defined(__APPLE__) #include #endif From 7e232092a629ce13369e3964946a9537b753ff49 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Nov 2019 16:44:16 +0100 Subject: [PATCH 536/687] Internals: Added GetWindowResizeID(), renamed GetScrollbarID() to GetWindowScrollbarID(). Using integer for resize ID so they matches regardless of the pointer size. Internals: Renamed IMGUI_USER_ERROR to IM_ASSERT_USER_ERROR(). --- imgui.cpp | 31 +++++++++++++++++++++---------- imgui_internal.h | 7 ++++--- imgui_widgets.cpp | 12 ++++++------ 3 files changed, 31 insertions(+), 19 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bfe4b1783..76c11c16a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4840,10 +4840,10 @@ struct ImGuiResizeGripDef static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right - { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left - { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left - { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right + { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower-right + { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower-left + { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper-right (Unused) }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) @@ -4858,6 +4858,17 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ return ImRect(); } +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +// 4..7: borders (Top, Right, Bottom, Left) +ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n <= 7); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double click on resize grip) static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) @@ -4895,7 +4906,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -4921,7 +4932,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { @@ -5822,14 +5833,14 @@ void ImGui::End() // Error checking: verify that user hasn't called End() too many times! if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) { - IMGUI_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); return; } IM_ASSERT(g.CurrentWindowStack.Size > 0); // Error checking: verify that user doesn't directly call End() on a child window. if (window->Flags & ImGuiWindowFlags_ChildWindow) - IMGUI_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) @@ -7003,13 +7014,13 @@ static void ImGui::ErrorCheckEndFrame() { if (g.CurrentWindowStack.Size > 1) { - IMGUI_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); while (g.CurrentWindowStack.Size > 1) End(); } else { - IMGUI_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } diff --git a/imgui_internal.h b/imgui_internal.h index 027d3804b..e6329b270 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -166,8 +166,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // Error handling -#ifndef IMGUI_USER_ERROR -#define IMGUI_USER_ERROR(_EXPR, _MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error #endif // Debug Logging @@ -1712,7 +1712,8 @@ namespace ImGui IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); - IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // Widgets low-level behaviors diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index beeffba65..0277c036e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -774,7 +774,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; } -ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } @@ -881,7 +881,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = GetScrollbarID(window, axis); + const ImGuiID id = GetWindowScrollbarID(window, axis); KeepAliveID(id); // Calculate scrollbar bounding box @@ -3464,8 +3464,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); @@ -6472,7 +6472,7 @@ void ImGui::EndTabBar() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IMGUI_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } if (tab_bar->WantLayout) @@ -6869,7 +6869,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IMGUI_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } bool ret = TabItemEx(tab_bar, label, p_open, flags); From ca30ef4269150e71a950106c6cfa8f94898581da Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 15 Nov 2019 18:36:06 +0100 Subject: [PATCH 537/687] Drag and drop: Increase local payload buffer from 8 to 16 bytes. --- imgui_internal.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_internal.h b/imgui_internal.h index e6329b270..bbdf0b6a7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1053,7 +1053,7 @@ struct ImGuiContext ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly - unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads // Tab bars ImGuiTabBar* CurrentTabBar; From 9efaf2828bab245768306627a4505145b7234d92 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Nov 2019 15:22:42 +0100 Subject: [PATCH 538/687] Doc comments. Removed .ini parsing code from 1.53 that parsed entries without the [Window] tag (which enabled importing an old .ini file) --- docs/TODO.txt | 4 ++-- imgui.cpp | 63 +++++++++++++++++++++------------------------------ 2 files changed, 28 insertions(+), 39 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index b9fcecee7..94fc2ec8a 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -159,10 +159,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) - - button: provide a button that looks framed. (?) - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image button: not taking an explicit id can be problematic. (#2464, #1390) + - button: provide a button that looks framed. (?) - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) @@ -233,7 +233,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - - stb: add defines to disable stb implementations + - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - style: better default styles. (#707) - style: add a highlighted text color (for headers, etc.) diff --git a/imgui.cpp b/imgui.cpp index 76c11c16a..eaa36d251 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -29,12 +29,12 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE - PROGRAMMER GUIDE - - Read first. - - How to update to a newer version of Dear ImGui. - - Getting started with integrating Dear ImGui in your code/engine. - - This is how a simple application may look like (2 variations). - - This is how a simple rendering function may look like. - - Using gamepad/keyboard navigation controls. + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE (2 variations) + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) @@ -118,8 +118,8 @@ CODE PROGRAMMER GUIDE ================ - READ FIRST: - + READ FIRST + ---------- - Remember to read the FAQ (https://www.dearimgui.org/faq) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. @@ -140,8 +140,8 @@ CODE However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: - + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - Or maintain your own branch where you have imconfig.h modified. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. @@ -150,8 +150,8 @@ CODE likely be a comment about it. Please report any issue to the GitHub page! - Try to keep your copy of dear imgui reasonably up to date. - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: - + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Add the Dear ImGui source files to your projects or using your preferred build system. It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). @@ -163,7 +163,8 @@ CODE - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. - HOW A SIMPLE APPLICATION MAY LOOK LIKE: + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). // Application init: create a dear imgui context, setup some options, load fonts @@ -199,8 +200,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -254,8 +254,8 @@ CODE // Shutdown ImGui::DestroyContext(); - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: - + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled @@ -307,7 +307,7 @@ CODE - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - + ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 @@ -470,14 +470,9 @@ CODE - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. - If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. - This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. - ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) - { - float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; - return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); - } + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. @@ -5534,7 +5529,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) @@ -9354,18 +9349,12 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) line_end[-1] = 0; const char* name_end = line_end - 1; const char* type_start = line + 1; - char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; if (!type_end || !name_start) - { - name_start = type_start; // Import legacy entries that have no type - type_start = "Window"; - } - else - { - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' - } + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' entry_handler = FindSettingsHandler(type_start); entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } From 93efa5415f42e0dbf2901cd2b3b611c34ae8e628 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Nov 2019 20:48:11 +0100 Subject: [PATCH 539/687] Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038) Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. --- docs/CHANGELOG.txt | 2 ++ imconfig.h | 6 +++--- imgui.cpp | 6 ++++-- imgui_demo.cpp | 8 ++++---- imgui_internal.h | 12 ++++++++++-- 5 files changed, 23 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 513cd335a..373822682 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,6 +50,8 @@ Breaking Changes: Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. +- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038) +- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. - Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] diff --git a/imconfig.h b/imconfig.h index 45e75ecfc..971945414 100644 --- a/imconfig.h +++ b/imconfig.h @@ -34,9 +34,9 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). -//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). -//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. -//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //---- Include imgui_user.h at the end of imgui.h as a convenience diff --git a/imgui.cpp b/imgui.cpp index eaa36d251..b5da86a42 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -352,6 +352,8 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. @@ -1251,7 +1253,7 @@ const char* ImStrSkipBlank(const char* str) // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. -#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS //#define IMGUI_USE_STB_SPRINTF #ifdef IMGUI_USE_STB_SPRINTF @@ -1295,7 +1297,7 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) buf[w] = 0; return w; } -#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: diff --git a/imgui_demo.cpp b/imgui_demo.cpp index deaf4bc40..e45756f1d 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3106,11 +3106,11 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif -#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS"); +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS"); #endif -#ifdef IMGUI_DISABLE_MATH_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS"); +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); diff --git a/imgui_internal.h b/imgui_internal.h index bbdf0b6a7..2696e748a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -31,7 +31,7 @@ Index of this file: #error Must include imgui.h before imgui_internal.h #endif -#include // FILE* +#include // FILE*, sscanf #include // NULL, malloc, free, qsort, atoi, atof #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX @@ -60,6 +60,14 @@ Index of this file: #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Obsolete Since 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Obsolete Since 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- @@ -254,7 +262,7 @@ static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) // Helpers: Maths // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) -#ifndef IMGUI_DISABLE_MATH_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS static inline float ImFabs(float x) { return fabsf(x); } static inline float ImSqrt(float x) { return sqrtf(x); } static inline float ImPow(float x, float y) { return powf(x, y); } From 4e90906b04be67591bf7632c882d09f7bc5f00c3 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Nov 2019 21:14:44 +0100 Subject: [PATCH 540/687] Added IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS / IMGUI_DISABLE_FILE_FUNCTIONS #2734) Using in Emscripten example. --- docs/CHANGELOG.txt | 2 + examples/example_emscripten/Makefile | 2 +- imconfig.h | 1 + imgui.cpp | 79 +++++++++++++++++++--------- imgui_demo.cpp | 6 +++ imgui_internal.h | 30 +++++++++-- 6 files changed, 91 insertions(+), 29 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 373822682..014e7c673 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -81,6 +81,8 @@ Other Changes: - Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) - Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) - Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). +- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable + default implementationof ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile index 480fabd7d..f5b7369a6 100644 --- a/examples/example_emscripten/Makefile +++ b/examples/example_emscripten/Makefile @@ -25,9 +25,9 @@ EMS = -s USE_SDL=2 -s WASM=1 EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s ASSERTIONS=1 +EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS # Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) #EMS += -s BINARYEN_TRAP_MODE=clamp -#EMS += -s NO_FILESYSTEM=1 ## Getting "error: undefined symbol: $FS" if filesystem is removed #EMS += -s SAFE_HEAP=1 ## Adds overhead CPPFLAGS = -I../ -I../../ diff --git a/imconfig.h b/imconfig.h index 971945414..9e0c14516 100644 --- a/imconfig.h +++ b/imconfig.h @@ -37,6 +37,7 @@ //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //---- Include imgui_user.h at the end of imgui.h as a convenience diff --git a/imgui.cpp b/imgui.cpp index b5da86a42..ef23e1b4d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -46,6 +46,7 @@ CODE // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) // [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage @@ -1369,10 +1370,16 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) return ~crc; } -FILE* ImFileOpen(const char* filename, const char* mode) +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; ImVector buf; @@ -1384,43 +1391,47 @@ FILE* ImFileOpen(const char* filename, const char* mode) return fopen(filename, mode); #endif } +int ImFileClose(ImFileHandle f) { return fclose(f); } +size_t ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (size_t)sz : (size_t)-1; } +size_t ImFileRead(void* data, size_t sz, size_t count, ImFileHandle f) { return fread(data, sz, count, f); } +size_t ImFileWrite(const void* data, size_t sz, size_t count, ImFileHandle f) { return fwrite(data, sz, count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS -// Load file content into memory +// Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() -void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) { - IM_ASSERT(filename && file_open_mode); + IM_ASSERT(filename && mode); if (out_file_size) *out_file_size = 0; - FILE* f; - if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) return NULL; - long file_size_signed; - if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + size_t file_size = ImFileGetSize(f); + if (file_size == (size_t)-1) { - fclose(f); + ImFileClose(f); return NULL; } - size_t file_size = (size_t)file_size_signed; void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { - fclose(f); + ImFileClose(f); return NULL; } - if (fread(file_data, 1, file_size, f) != file_size) + if (ImFileRead(file_data, 1, file_size, f) != file_size) { - fclose(f); + ImFileClose(f); IM_FREE(file_data); return NULL; } if (padding_bytes > 0) memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); - fclose(f); + ImFileClose(f); if (out_file_size) *out_file_size = file_size; @@ -3822,9 +3833,12 @@ void ImGui::Shutdown(ImGuiContext* context) g.SettingsWindows.clear(); g.SettingsHandlers.clear(); - if (g.LogFile && g.LogFile != stdout) + if (g.LogFile) { - fclose(g.LogFile); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); g.LogFile = NULL; } g.LogBuffer.clear(); @@ -9055,9 +9069,15 @@ void ImGui::LogText(const char* fmt, ...) va_list args; va_start(args, fmt); if (g.LogFile) - vfprintf(g.LogFile, fmt, args); - else + { + g.LogBuffer.Buf.resize(0); g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (size_t)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } va_end(args); } @@ -9134,8 +9154,11 @@ void ImGui::LogToTTY(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; +#endif } // Start logging/capturing text output to given file @@ -9152,8 +9175,8 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) filename = g.IO.LogFilename; if (!filename || !filename[0]) return; - FILE* f = ImFileOpen(filename, "ab"); - if (f == NULL) + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) { IM_ASSERT(0); return; @@ -9190,10 +9213,12 @@ void ImGui::LogFinish() switch (g.LogType) { case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); +#endif break; case ImGuiLogType_File: - fclose(g.LogFile); + ImFileClose(g.LogFile); break; case ImGuiLogType_Buffer: break; @@ -9219,7 +9244,11 @@ void ImGui::LogButtons() ImGuiContext& g = *GImGui; PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); PushAllowKeyboardFocus(false); @@ -9379,11 +9408,11 @@ void ImGui::SaveIniSettingsToDisk(const char* ini_filename) size_t ini_data_size = 0; const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - FILE* f = ImFileOpen(ini_filename, "wt"); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); if (!f) return; - fwrite(ini_data, sizeof(char), ini_data_size, f); - fclose(f); + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); } // Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e45756f1d..d451451b3 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3112,6 +3112,12 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); #endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif #ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); #endif diff --git a/imgui_internal.h b/imgui_internal.h index 2696e748a..9d29cb2a6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -191,8 +191,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // Helpers: Misc -IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); -IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); #define ImQsort qsort IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); @@ -260,6 +258,32 @@ static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } #endif +// Helpers: File System +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS) +#define IMGUI_DISABLE_FILE_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline int ImFileClose(ImFileHandle) { return -1; } +static inline size_t ImFileGetSize(ImFileHandle) { return (size_t)-1; } +static inline size_t ImFileRead(void*, size_t, size_t, ImFileHandle) { return 0; } +static inline size_t ImFileWrite(const void*, size_t, size_t, ImFileHandle) { return 0; } +#endif + +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API int ImFileClose(ImFileHandle file); +IMGUI_API size_t ImFileGetSize(ImFileHandle file); +IMGUI_API size_t ImFileRead(void* data, size_t size, size_t count, ImFileHandle file); +IMGUI_API size_t ImFileWrite(const void* data, size_t size, size_t count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + // Helpers: Maths // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS @@ -1103,7 +1127,7 @@ struct ImGuiContext // Capture/Logging bool LogEnabled; ImGuiLogType LogType; - FILE* LogFile; // If != NULL log to stdout/ file + ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. float LogLinePosY; bool LogLineFirstItem; From ecbedc8c2654eb1dadb7d92f47ebb051bfd9b3ba Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 19 Nov 2019 21:20:46 +0100 Subject: [PATCH 541/687] Tweaks, ammend 93efa54, rename to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS (#1038) --- docs/CHANGELOG.txt | 3 +-- imconfig.h | 2 +- imgui.cpp | 12 ++++++++---- imgui_demo.cpp | 4 ++-- imgui_internal.h | 6 +++--- 5 files changed, 15 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 014e7c673..ec3a781d7 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -50,7 +50,7 @@ Breaking Changes: Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. -- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038) +- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038) - Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. - Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] @@ -88,7 +88,6 @@ Other Changes: - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Metrics: Expose basic details of each window key/value state storage. - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. -- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] - Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] - Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), diff --git a/imconfig.h b/imconfig.h index 9e0c14516..f99636142 100644 --- a/imconfig.h +++ b/imconfig.h @@ -35,7 +35,7 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). -//#define IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). diff --git a/imgui.cpp b/imgui.cpp index ef23e1b4d..710ccc3e4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,7 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. @@ -1254,12 +1254,16 @@ const char* ImStrSkipBlank(const char* str) // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. -#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) //#define IMGUI_USE_STB_SPRINTF #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION -#include "imstb_sprintf.h" +#include "stb_sprintf.h" #endif #if defined(_MSC_VER) && !defined(vsnprintf) @@ -1298,7 +1302,7 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) buf[w] = 0; return w; } -#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: diff --git a/imgui_demo.cpp b/imgui_demo.cpp index d451451b3..e19d7fb98 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3106,8 +3106,8 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif -#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS - ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS"); +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); diff --git a/imgui_internal.h b/imgui_internal.h index 9d29cb2a6..2d9232724 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -61,10 +61,10 @@ Index of this file: #endif // Legacy defines -#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Obsolete Since 1.74 -#error Use IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS #endif -#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Obsolete Since 1.74 +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #endif From a899c1e5705b4c895f5838aa340a66eb5cb84bfc Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Nov 2019 10:40:14 +0100 Subject: [PATCH 542/687] Internals: Using ImU64 for internal ImFile api so we can later wrap them to fseeko/ftello//_fseeki64/_ftelli64 (#2734) --- imgui.cpp | 14 ++++++++------ imgui_internal.h | 18 +++++++++--------- 2 files changed, 17 insertions(+), 15 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 710ccc3e4..bb38f1fc0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1395,10 +1395,12 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) return fopen(filename, mode); #endif } -int ImFileClose(ImFileHandle f) { return fclose(f); } -size_t ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (size_t)sz : (size_t)-1; } -size_t ImFileRead(void* data, size_t sz, size_t count, ImFileHandle f) { return fread(data, sz, count, f); } -size_t ImFileWrite(const void* data, size_t sz, size_t count, ImFileHandle f) { return fwrite(data, sz, count, f); } + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } #endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Helper: Load file content into memory @@ -1413,7 +1415,7 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f if ((f = ImFileOpen(filename, mode)) == NULL) return NULL; - size_t file_size = ImFileGetSize(f); + size_t file_size = (size_t)ImFileGetSize(f); if (file_size == (size_t)-1) { ImFileClose(f); @@ -9076,7 +9078,7 @@ void ImGui::LogText(const char* fmt, ...) { g.LogBuffer.Buf.resize(0); g.LogBuffer.appendfv(fmt, args); - ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (size_t)g.LogBuffer.size(), g.LogFile); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); } else { diff --git a/imgui_internal.h b/imgui_internal.h index 2d9232724..ad259d269 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -266,19 +266,19 @@ static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } -static inline int ImFileClose(ImFileHandle) { return -1; } -static inline size_t ImFileGetSize(ImFileHandle) { return (size_t)-1; } -static inline size_t ImFileRead(void*, size_t, size_t, ImFileHandle) { return 0; } -static inline size_t ImFileWrite(const void*, size_t, size_t, ImFileHandle) { return 0; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } #endif #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); -IMGUI_API int ImFileClose(ImFileHandle file); -IMGUI_API size_t ImFileGetSize(ImFileHandle file); -IMGUI_API size_t ImFileRead(void* data, size_t size, size_t count, ImFileHandle file); -IMGUI_API size_t ImFileWrite(const void* data, size_t size, size_t count, ImFileHandle file); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); #else #define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions #endif @@ -1512,7 +1512,7 @@ struct ImGuiTabItem float Width; // Width currently displayed float ContentWidth; // Width of actual contents, stored during BeginTabItem() call - ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) From ca63349eb4d3d97adf9214eb02ee066d85029a17 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 20 Nov 2019 11:58:25 +0100 Subject: [PATCH 543/687] Renamed XX-bits -> XX-bit in comments to match what the world appears to be using. --- docs/CHANGELOG.txt | 8 ++++---- examples/imgui_impl_allegro5.cpp | 6 +++--- examples/imgui_impl_dx10.cpp | 2 +- examples/imgui_impl_dx10.h | 2 +- examples/imgui_impl_dx11.cpp | 2 +- examples/imgui_impl_dx11.h | 2 +- examples/imgui_impl_dx12.cpp | 2 +- examples/imgui_impl_dx12.h | 2 +- examples/imgui_impl_dx9.cpp | 2 +- examples/imgui_impl_dx9.h | 2 +- examples/imgui_impl_metal.h | 2 +- examples/imgui_impl_metal.mm | 2 +- examples/imgui_impl_opengl2.cpp | 2 +- examples/imgui_impl_opengl3.cpp | 4 ++-- examples/imgui_impl_opengl3.h | 2 +- examples/imgui_impl_vulkan.cpp | 2 +- examples/imgui_impl_vulkan.h | 2 +- imconfig.h | 6 +++--- imgui.cpp | 8 ++++---- imgui.h | 14 +++++++------- imgui_widgets.cpp | 6 +++--- misc/fonts/binary_to_compressed_c.cpp | 2 +- 22 files changed, 41 insertions(+), 41 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ec3a781d7..d2609d057 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -310,11 +310,11 @@ Other Changes: collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller. - Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. -- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices. The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not - support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. + support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field. - ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. - ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to @@ -328,7 +328,7 @@ Other Changes: dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes - (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. + (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541) @@ -1735,7 +1735,7 @@ Changes: - Fixed border rendering in various situations when using non-pixel aligned glyphs. - Fixed border rendering of windows to always contain the border within the window. - Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) -- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled. +- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled. - Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. - InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) - InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 8cee95f03..186716250 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -25,7 +25,7 @@ // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. // 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. -// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. @@ -108,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves. - // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well.. + // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. static ImVector vertices; vertices.resize(cmd_list->IdxBuffer.Size); for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) @@ -257,7 +257,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; // Create custom vertex declaration. - // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. + // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. ALLEGRO_VERTEX_ELEMENT elems[] = { diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index 362756dbb..7eb4e5afd 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h index 94e6db807..85281d79a 100644 --- a/examples/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 2b80f7664..97e17ff14 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h index 5eee80d54..c54d43792 100644 --- a/examples/imgui_impl_dx11.h +++ b/examples/imgui_impl_dx11.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 83d685273..e7bb5e9cf 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h index 6c05805b5..8f307dc5a 100644 --- a/examples/imgui_impl_dx12.h +++ b/examples/imgui_impl_dx12.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Issues: // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 82b964751..342f9d54e 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h index a0413e002..b36e95b2e 100644 --- a/examples/imgui_impl_dx9.h +++ b/examples/imgui_impl_dx9.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h index 7fa558fa0..f09a115d2 100644 --- a/examples/imgui_impl_metal.h +++ b/examples/imgui_impl_metal.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 9d1045f14..7cdda733e 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index a3496225b..de4b128c9 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -201,7 +201,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system GLint last_texture; diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index c1d44da6b..4f3334b23 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -5,7 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -404,7 +404,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system GLint last_texture; diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 2d10ea302..4c72ec479 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -5,7 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 2b8a3702c..095a7f26d 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 5b0bd7b31..a74cdb5a0 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -2,7 +2,7 @@ // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 diff --git a/imconfig.h b/imconfig.h index f99636142..25cad5f58 100644 --- a/imconfig.h +++ b/imconfig.h @@ -65,9 +65,9 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). -// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int diff --git a/imgui.cpp b/imgui.cpp index bb38f1fc0..4b58b776b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -293,7 +293,7 @@ CODE MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); } idx_buffer += pcmd->ElemCount; @@ -1186,7 +1186,7 @@ const char* ImStrchrRange(const char* str, const char* str_end, char c) int ImStrlenW(const ImWchar* str) { - //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit int n = 0; while (*str++) n++; return n; @@ -1448,7 +1448,7 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- -// Convert UTF-8 to 32-bits character, process single character input. +// Convert UTF-8 to 32-bit character, process single character input. // Based on stb_from_utf8() from github.com/nothings/stb/ // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) @@ -3910,7 +3910,7 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. diff --git a/imgui.h b/imgui.h index bde32ceb6..1d51d93c6 100644 --- a/imgui.h +++ b/imgui.h @@ -1025,7 +1025,7 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1727,7 +1727,7 @@ struct ImGuiListClipper IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. }; -// Helpers macros to generate 32-bits encoded colors +// Helpers macros to generate 32-bit encoded colors #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -1791,13 +1791,13 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Typically, 1 command = 1 GPU draw call (unless command is a callback) // Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' -// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. @@ -1806,8 +1806,8 @@ struct ImDrawCmd }; // Vertex index -// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) -// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) +// (to allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1916,7 +1916,7 @@ struct ImDrawList // Primitives // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0277c036e..19f094363 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2474,7 +2474,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ return value_changed; } -// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// For 32-bit and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) @@ -3987,7 +3987,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { @@ -4064,7 +4064,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ break; if (rect_pos.y < clip_rect.y) { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') diff --git a/misc/fonts/binary_to_compressed_c.cpp b/misc/fonts/binary_to_compressed_c.cpp index 4d3522d47..275695376 100644 --- a/misc/fonts/binary_to_compressed_c.cpp +++ b/misc/fonts/binary_to_compressed_c.cpp @@ -3,7 +3,7 @@ // The data is first compressed with stb_compress() to reduce source code size, // then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex) -// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) +// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) // Note that even with compression, the output array is likely to be bigger than the binary file.. // Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF() From 51a02b319c86b89f5dad2d22dbf0431a3c6d03d7 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 29 Oct 2019 22:50:34 +0100 Subject: [PATCH 544/687] Added IM_UNICODE_CODEPOINT_MAX. Changed specs of ImFontAtlas::AddCustomRectRegular() (breaking change). --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 15 ++++++++------- imgui.h | 16 +++++++++------- imgui_demo.cpp | 6 +++--- imgui_draw.cpp | 17 +++++++++-------- imgui_widgets.cpp | 8 ++++++-- 6 files changed, 37 insertions(+), 27 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d2609d057..be749e215 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -52,6 +52,8 @@ Breaking Changes: If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038) - Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. +- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to + conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] diff --git a/imgui.cpp b/imgui.cpp index 4b58b776b..2621a6ed2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,6 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. @@ -1061,7 +1062,7 @@ ImGuiIO::ImGuiIO() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c > 0 && c < 0x10000) + if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX) InputQueueCharacters.push_back((ImWchar)c); } @@ -1071,7 +1072,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c < 0x10000) + if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1463,7 +1464,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xe0) == 0xc0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string if (in_text_end && in_text_end - (const char*)str < 2) return 1; if (*str < 0xc2) return 2; c = (unsigned int)((*str++ & 0x1f) << 6); @@ -1474,7 +1475,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf0) == 0xe0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string 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 @@ -1488,7 +1489,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf8) == 0xf0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string 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; @@ -1519,7 +1520,7 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + if (c <= IM_UNICODE_CODEPOINT_MAX) // FIXME: Losing characters that don't fit in 2 bytes *buf_out++ = (ImWchar)c; } *buf_out = 0; @@ -1537,7 +1538,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c < 0x10000) + if (c <= IM_UNICODE_CODEPOINT_MAX) char_count++; } return char_count; diff --git a/imgui.h b/imgui.h index 1d51d93c6..e2b8f6036 100644 --- a/imgui.h +++ b/imgui.h @@ -80,6 +80,8 @@ Index of this file: #else #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. #endif +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build. +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point. // Warnings #if defined(__clang__) @@ -2045,7 +2047,7 @@ struct ImFontGlyphRangesBuilder ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array inline void AddChar(ImWchar c) { SetBit(c); } // Add character @@ -2057,12 +2059,12 @@ struct ImFontGlyphRangesBuilder // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data. unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } bool IsPacked() const { return X != 0xFFFF; } }; @@ -2142,8 +2144,8 @@ struct ImFontAtlas // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. // Read misc/fonts/README.txt for more details about using colorful icons. - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font. const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] diff --git a/imgui_demo.cpp b/imgui_demo.cpp index e19d7fb98..1269ace03 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3416,10 +3416,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { // Display all glyphs of the fonts in separate pages of 256 characters - for (int base = 0; base < 0x10000; base += 256) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) { int count = 0; - for (int n = 0; n < 256; n++) + for (unsigned int n = 0; n < 256; n++) count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) { @@ -3427,7 +3427,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) float cell_spacing = style.ItemSpacing.y; ImVec2 base_pos = ImGui::GetCursorScreenPos(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (int n = 0; n < 256; n++) + for (unsigned int n = 0; n < 256; n++) { ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index f73e0e311..1e4301b3b 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1725,7 +1725,8 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) { - IM_ASSERT(id >= 0x10000); + // Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000) + IM_ASSERT(id >= 0x110000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; @@ -1905,7 +1906,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; @@ -2189,7 +2190,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->CustomRects.Size; i++) { const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; - if (r.Font == NULL || r.ID > 0x10000) + if (r.Font == NULL || r.ID >= 0x110000) continue; IM_ASSERT(r.Font->ContainerAtlas == atlas); @@ -2453,7 +2454,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) text += c_len; if (c_len == 0) break; - if (c < 0x10000) + if (c <= IM_UNICODE_CODEPOINT_MAX) AddChar((ImWchar)c); } } @@ -2467,12 +2468,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - int max_codepoint = 0x10000; - for (int n = 0; n < max_codepoint; n++) + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < max_codepoint - 1 && GetBit(n + 1)) + while (n < max_codepoint && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2601,7 +2602,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - int index_size = IndexLookup.Size; + unsigned int index_size = (unsigned int)IndexLookup.Size; if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 19f094363..0c5a1967a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3157,7 +3157,7 @@ namespace ImStb static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) { @@ -3340,6 +3340,10 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f if (c >= 0xE000 && c <= 0xF8FF) return false; + // Filter Unicode ranges we are not handling in this build. + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + // Generic named filters if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { @@ -3763,7 +3767,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } From 51e2e9b239536ba9c5cdbbf5ac89d2478a2e1961 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 22 Nov 2019 10:56:23 +0100 Subject: [PATCH 545/687] ImVector: Added shrink() helper. ImFont::RenderText minor optimisation for debug build. Misc: Metrics shows tab names because we now have them. --- imgui.cpp | 2 +- imgui.h | 1 + imgui_draw.cpp | 6 +++--- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 2621a6ed2..2699071c7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9900,7 +9900,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::PushID(tab); if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); + ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : ""); ImGui::PopID(); } ImGui::TreePop(); diff --git a/imgui.h b/imgui.h index e2b8f6036..279820420 100644 --- a/imgui.h +++ b/imgui.h @@ -1273,6 +1273,7 @@ struct ImVector inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 1e4301b3b..1efb2cb4e 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -3021,9 +3021,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col x += char_width; } - // Give back unused vertices - draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); - draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data)); + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; From b205ab01f2b7ed1e40e7bc45d7b3034c1eace48a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 22 Nov 2019 14:45:44 +0100 Subject: [PATCH 546/687] Internals: Added IM_ASSERT_PARANOID, IMGUI_DEBUG_PARANOID define. Shuffled a bit of the macros section in imgui_internal.h --- imgui_internal.h | 86 ++++++++++++++++++++++++++++-------------------- 1 file changed, 50 insertions(+), 36 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index ad259d269..405bea268 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -139,10 +139,59 @@ namespace ImStb extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif +//----------------------------------------------------------------------------- +// Macros +//----------------------------------------------------------------------------- + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + +// Static Asserts +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +#define IMGUI_DEBUG_PARANOID 1 +#if IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && (_MSG)) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + //----------------------------------------------------------------------------- // Generic helpers //----------------------------------------------------------------------------- -// - Macros // - Helpers: Misc // - Helpers: Bit manipulation // - Helpers: Geometry @@ -155,41 +204,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // - Helper: ImChunkStream<> //----------------------------------------------------------------------------- -// Macros -#define IM_PI 3.14159265358979323846f -#ifdef _WIN32 -#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) -#else -#define IM_NEWLINE "\n" -#endif -#define IM_TABSIZE (4) -#if (__cplusplus >= 201100) -#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -#else -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] -#endif -#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose -#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds -#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // - -// Error handling -#ifndef IM_ASSERT_USER_ERROR -#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error -#endif - -// Debug Logging -#ifndef IMGUI_DEBUG_LOG -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) -#endif - -// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall -#ifdef _MSC_VER -#define IMGUI_CDECL __cdecl -#else -#define IMGUI_CDECL -#endif - // Helpers: Misc #define ImQsort qsort IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); From 0cb1c633ff27d50c00249bdac7df8e222f3a65ca Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 24 Nov 2019 23:11:53 +0100 Subject: [PATCH 547/687] Demo: tweaked demo help section, reference to "Examples" and "Tools". Reference to Keyboard navigation. Removed some of the more "obvious/standard" controls. --- imgui_demo.cpp | 42 +++++++++++++++++++++++++++--------------- 1 file changed, 27 insertions(+), 15 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1269ace03..4091bcfeb 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -157,25 +157,28 @@ void ImGui::ShowUserGuide() ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents)."); - if (io.ConfigWindowsMoveFromTitleBarOnly) - ImGui::BulletText("Click and drag on title bar to move window."); - else - ImGui::BulletText("Click and drag on any empty space to move window."); - ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("Mouse Wheel to scroll."); - ImGui::BulletText("While editing text:\n"); + ImGui::BulletText("While inputing text:\n"); ImGui::Indent(); - ImGui::BulletText("Hold SHIFT or use mouse to select text."); ImGui::BulletText("CTRL+Left/Right to word jump."); ImGui::BulletText("CTRL+A or double-click to select all."); - ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); ImGui::BulletText("ESCAPE to revert."); ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract."); ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::BulletText("CTRL+Tab to select a window."); + ImGui::Unindent(); } //----------------------------------------------------------------------------- @@ -316,12 +319,20 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::CollapsingHeader("Help")) { + ImGui::Text("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics (general purpose Dear ImGui debugging tool)."); + ImGui::Separator(); + ImGui::Text("PROGRAMMER GUIDE:"); - ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); - ImGui::BulletText("Please see the comments in imgui.cpp."); - ImGui::BulletText("Please see the examples/ application."); - ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); - ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); ImGui::Text("USER GUIDE:"); @@ -365,7 +376,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Backend Flags")) { - HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); + HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end."); ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags. ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); @@ -377,6 +388,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Style")) { + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Separator(); From aeb57952d68aa473c0aba8df91885427c4d852c3 Mon Sep 17 00:00:00 2001 From: Ben Carter Date: Fri, 22 Nov 2019 20:22:03 +0900 Subject: [PATCH 548/687] Added area calculation for draw lists in metrics Added ability to hover over a draw list's summary stats and see all the contents in wireframe (cherry picked from commit fd808347bd68a07ad318af6c151028bc9f7b82e7) --- imgui.cpp | 65 ++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 60 insertions(+), 5 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 2699071c7..ee4385de6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9768,7 +9768,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (window && !window->WasActive) ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); - int elem_offset = 0; + unsigned int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) @@ -9778,16 +9778,44 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); continue; } + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the ImGui output + // Optionally also draw all the polys in the list in wireframe when hovering over + + float total_area = 0.0f; + + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + { + ImVec2 triangles_pos[3]; + for (int n = 0; n < 3; n++) + { + int vtx_i = idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n); + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; + triangles_pos[n] = v.pos; + } + + // Calculate triangle area and accumulate + + float area = abs((triangles_pos[0].x * (triangles_pos[1].y - triangles_pos[2].y)) + + (triangles_pos[1].x * (triangles_pos[2].y - triangles_pos[0].y)) + + (triangles_pos[2].x * (triangles_pos[0].y - triangles_pos[1].y))) * 0.5f; + + total_area += area; + } + char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, area %.0fpx^2, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, total_area, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; ImRect vtxs_rect; - for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) + for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); @@ -9795,8 +9823,34 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!pcmd_node_open) continue; + // Display vertex information summary. Hover to get all triangles drawn in wireframe + ImFormatString(buf, IM_ARRAYSIZE(buf), "ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); + ImGui::Selectable(buf, false); + + if (fg_draw_list && ImGui::IsItemHovered()) + { + // Draw wireframe version of everything + + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + { + ImVec2 triangles_pos[3]; + for (int n = 0; n < 3; n++) + { + int vtx_i = idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n); + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; + triangles_pos[n] = v.pos; + } + + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); + } + + fg_draw_list->Flags = backup_flags; + } + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) @@ -9811,6 +9865,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } + ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) { From bbe040994255a5d09883c1c9411f0c72ddf2e66b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Nov 2019 12:01:04 +0100 Subject: [PATCH 549/687] Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. Amend aeb5795. Internals: Added ImTriangleArea() --- docs/CHANGELOG.txt | 3 +- imgui.cpp | 97 ++++++++++++++++++---------------------------- imgui_demo.cpp | 2 +- imgui_internal.h | 17 ++++---- 4 files changed, 49 insertions(+), 70 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index be749e215..bbd9b044a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -84,10 +84,11 @@ Other Changes: - Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) - Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). - Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable - default implementationof ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) + default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen] - Metrics: Expose basic details of each window key/value state storage. - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 diff --git a/imgui.cpp b/imgui.cpp index ee4385de6..923c794c1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -45,7 +45,7 @@ CODE // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geomtry, String, Format, Hash, File functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) @@ -1083,7 +1083,7 @@ void ImGuiIO::ClearInputCharacters() } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions) //----------------------------------------------------------------------------- ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) @@ -9715,7 +9715,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) static bool show_windows_rects = false; static int show_windows_rect_type = WRT_WorkRect; static bool show_windows_begin_order = false; - static bool show_drawcmd_clip_rects = true; + static bool show_drawcmd_details = true; // Basic info ImGuiContext& g = *GImGui; @@ -9766,7 +9766,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; if (window && !window->WasActive) - ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); + ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); unsigned int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) @@ -9780,73 +9780,51 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - - // Calculate approximate coverage area (touched pixel count) - // This will be in pixels squared as long there's no post-scaling happening to the ImGui output - // Optionally also draw all the polys in the list in wireframe when hovering over - - float total_area = 0.0f; - - for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) - { - ImVec2 triangles_pos[3]; - for (int n = 0; n < 3; n++) - { - int vtx_i = idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n); - ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; - triangles_pos[n] = v.pos; - } - - // Calculate triangle area and accumulate - - float area = abs((triangles_pos[0].x * (triangles_pos[1].y - triangles_pos[2].y)) + - (triangles_pos[1].x * (triangles_pos[2].y - triangles_pos[0].y)) + - (triangles_pos[2].x * (triangles_pos[0].y - triangles_pos[1].y))) * 0.5f; - - total_area += area; - } - char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, area %.0fpx^2, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, total_area, + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd: %4d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); - if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) + if (show_drawcmd_details && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; ImRect vtxs_rect; for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); - clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); - vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); + fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255,0,255,255)); + fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(255,255,0,255)); } if (!pcmd_node_open) continue; - // Display vertex information summary. Hover to get all triangles drawn in wireframe - ImFormatString(buf, IM_ARRAYSIZE(buf), "ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); - ImGui::Selectable(buf, false); - - if (fg_draw_list && ImGui::IsItemHovered()) + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + float total_area = 0.0f; + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) { - // Draw wireframe version of everything + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + ImGui::Selectable(buf); + if (fg_draw_list && ImGui::IsItemHovered() && show_drawcmd_details) + { + // Draw wire-frame version of everything ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + ImRect clip_rect = pcmd->ClipRect; + fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) { - ImVec2 triangles_pos[3]; + ImVec2 triangle[3]; for (int n = 0; n < 3; n++) - { - int vtx_i = idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n); - ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; - triangles_pos[n] = v.pos; - } - - fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); + triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); } - fg_draw_list->Flags = backup_flags; } @@ -9856,22 +9834,21 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) { char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangles_pos[3]; + ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { - int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; - ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; - triangles_pos[n] = v.pos; + ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) { ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f); fg_draw_list->Flags = backup_flags; } } @@ -10058,7 +10035,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::Unindent(); } - ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::Checkbox("Show details when hovering ImDrawCmd node", &show_drawcmd_details); ImGui::TreePop(); } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 4091bcfeb..1a296784b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3421,7 +3421,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); - ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); + ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) if (const ImFontConfig* cfg = &font->ConfigData[config_i]) ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); diff --git a/imgui_internal.h b/imgui_internal.h index 405bea268..33730c1ed 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -194,11 +194,11 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer //----------------------------------------------------------------------------- // - Helpers: Misc // - Helpers: Bit manipulation -// - Helpers: Geometry // - Helpers: String, Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths +// - Helpers: Geometry // - Helper: ImBoolVector // - Helper: ImPool<> // - Helper: ImChunkStream<> @@ -216,13 +216,6 @@ static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { ret static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -// Helpers: Geometry -IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); -IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); - // Helpers: String, Formatting IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); @@ -343,6 +336,14 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +// Helpers: Geometry +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + // Helper: ImBoolVector // Store 1-bit per value. Note that Resize() currently clears the whole vector. struct IMGUI_API ImBoolVector From 1615e9ea2a3eff1c0fc755c26f85b2969e065332 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 25 Nov 2019 14:02:47 +0200 Subject: [PATCH 550/687] CI: Enable extended warnings in example_null builds. CI: Add MinGW build with extra warnings on windows. (cherry picked from commit ebc98c273054d0f9b305a1346db98052616a8b21) --- .github/workflows/build.yml | 11 +++++++---- examples/example_null/Makefile | 15 +++++++++++++++ 2 files changed, 22 insertions(+), 4 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 86f5de6e8..60f8f6428 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -41,6 +41,9 @@ jobs: } # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. + - name: Build example_null (extra warnings) + run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build Win32 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -150,8 +153,8 @@ jobs: sudo apt-get update sudo apt-get install -y libglfw3-dev libsdl2-dev - - name: Build example_null - run: make -C examples/example_null + - name: Build example_null (extra warnings) + run: make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 @@ -179,8 +182,8 @@ jobs: brew install glfw3 brew install sdl2 - - name: Build example_null - run: make -C examples/example_null + - name: Build example_null (extra warnings) + run: make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 012758fe2..909f19820 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -8,27 +8,42 @@ SOURCES = main.cpp SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) +EXTRA_WARNINGS ?= 0 CXXFLAGS = -I../ -I../../ CXXFLAGS += -g -Wall -Wformat LIBS = +# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings +ifeq ($(EXTRA_WARNINGS), 1) + CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros +endif + ##--------------------------------------------------------------------- ## BUILD FLAGS PER PLATFORM ##--------------------------------------------------------------------- ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" + ifneq ($(EXTRA_WARNINGS), 0) + CXXFLAGS += -Wextra -pedantic + endif CFLAGS = $(CXXFLAGS) endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" + ifneq ($(EXTRA_WARNINGS), 0) + CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long + endif CFLAGS = $(CXXFLAGS) endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) ECHO_MESSAGE = "MinGW" + ifneq ($(EXTRA_WARNINGS), 0) + CXXFLAGS += -Wextra -pedantic + endif CFLAGS = $(CXXFLAGS) endif From 26d177bc039d3dd901f590c3487aee8065800ddf Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Nov 2019 18:29:28 +0100 Subject: [PATCH 551/687] Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks --- docs/CHANGELOG.txt | 1 + docs/FAQ.md | 8 +- misc/fonts/README.txt => docs/FONTS.txt | 151 ++++++++++++---------- examples/example_allegro5/main.cpp | 2 +- examples/example_apple_opengl2/main.mm | 2 +- examples/example_emscripten/main.cpp | 2 +- examples/example_glfw_metal/main.mm | 2 +- examples/example_glfw_opengl2/main.cpp | 2 +- examples/example_glfw_opengl3/main.cpp | 2 +- examples/example_glfw_vulkan/main.cpp | 2 +- examples/example_glut_opengl2/main.cpp | 2 +- examples/example_marmalade/main.cpp | 2 +- examples/example_sdl_directx11/main.cpp | 2 +- examples/example_sdl_opengl2/main.cpp | 2 +- examples/example_sdl_opengl3/main.cpp | 2 +- examples/example_sdl_vulkan/main.cpp | 2 +- examples/example_win32_directx10/main.cpp | 2 +- examples/example_win32_directx11/main.cpp | 2 +- examples/example_win32_directx12/main.cpp | 2 +- examples/example_win32_directx9/main.cpp | 2 +- imgui.cpp | 2 +- imgui.h | 2 +- imgui_demo.cpp | 12 +- 23 files changed, 113 insertions(+), 97 deletions(-) rename misc/fonts/README.txt => docs/FONTS.txt (87%) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bbd9b044a..cb9e540a4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -86,6 +86,7 @@ Other Changes: - Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] +- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. - Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen] diff --git a/docs/FAQ.md b/docs/FAQ.md index 6430f6787..052cfd263 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -436,7 +436,7 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) -(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.) +(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.) New programmers: remember that in C/C++ and most programming languages if you want to use a backslash \ within a string literal, you need to write it double backslash "\\": @@ -453,15 +453,15 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your strings. You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. -(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.) +(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.) With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, -and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. +and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API. --- ### Q: How can I load multiple fonts? Use the font atlas to pack them into a single texture: -(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.) +(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.) ```cpp ImGuiIO& io = ImGui::GetIO(); diff --git a/misc/fonts/README.txt b/docs/FONTS.txt similarity index 87% rename from misc/fonts/README.txt rename to docs/FONTS.txt index 0f335c7d9..149479706 100644 --- a/misc/fonts/README.txt +++ b/docs/FONTS.txt @@ -1,8 +1,9 @@ ---------------------------------------------------------------------- dear imgui, v1.74 WIP ---------------------------------------------------------------------- - misc/fonts/README.txt + docs/FONTS.txt This is the Readme dedicated to fonts. + Also read https://www.dearimgui.org/faq for more ideas. ---------------------------------------------------------------------- The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), @@ -12,7 +13,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. -Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). Please read the FAQ: https://www.dearimgui.org/faq Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions. @@ -22,13 +22,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i --------------------------------------- - Readme First / FAQ -- Using Icons - Fonts Loading Instructions -- FreeType rasterizer, Small font sizes +- Using Icons +- Using FreeType rasterizer - Building Custom Glyph Ranges - Using custom colorful icons - Embedding Fonts in Source Code -- Credits/Licences for fonts included in this folder +- Credits/Licences for fonts included in repository - Fonts Links @@ -38,52 +38,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i - You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. -- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +- Make sure your font ranges data are persistent and available at the time the font atlas is being built. - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: u8"hello" u8"こんにちは" // this will be encoded as UTF-8 - If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". - - ---------------------------------------- - USING ICONS ---------------------------------------- - -Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons) -is an easy and practical way to use icons in your Dear ImGui application. -A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without -having to change fonts back and forth. - -To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: - https://github.com/juliettef/IconFontCppHeaders - -The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u - #define ICON_FA_SEARCH u8"\uf002" -The pre-C++11 version has the values directly encoded as utf-8: - #define ICON_FA_SEARCH "\xEF\x80\x82" - -Example Setup: - - // Merge icons into default tool font - #include "IconsFontAwesome.h" - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontDefault(); - - ImFontConfig config; - config.MergeMode = true; - config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced - static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; - io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); - -Example Usage: - - // Usage, e.g. - ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); - ImGui::Button(ICON_FA_SEARCH " Search"); - // C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" - // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" - -See Links below for other icons fonts and related tools. + Read FAQ for details. --------------------------------------- @@ -97,6 +58,11 @@ Load default font: Load .TTF/.OTF file with: + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); + +Load multiple fonts: + ImGuiIO& io = ImGui::GetIO(); ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); @@ -115,23 +81,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont config.GlyphExtraSpacing.x = 1.0f; ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); -Read about oversampling here: - https://github.com/nothings/stb/blob/master/tests/oversample - -If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. -The typical result of failing to upload a texture is if every glyphs appears as white rectangles. -In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you -set OversampleH/OversampleV to 1 and use a small font size. -Mind the fact that some graphics drivers have texture size limitation. -If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. -Some solutions: - - - 1) Reduce glyphs ranges by calculating them from source localization data. - You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win! - - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. - - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). - - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. - Combine two fonts into one: // Load a first font @@ -147,6 +96,25 @@ Combine two fonts into one: io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); io.Fonts->Build(); +Font atlas is too large? + +- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. +- The typical result of failing to upload a texture is if every glyphs appears as white rectangles. +- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended + unless you set OversampleH/OversampleV to 1 and use a small font size. +- Mind the fact that some graphics drivers have texture size limitation. +- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours. + +Some solutions: + + - 1) Reduce glyphs ranges by calculating them from source localization data. + You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win! + - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. + - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). + - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. + - Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample + + Add a fourth parameter to bake specific font ranges only: // Basic Latin, Extended Latin @@ -165,6 +133,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value: font->DisplayOffset.y = 1; // Render 1 pixel down +--------------------------------------- + USING ICONS +--------------------------------------- + +Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons) +is an easy and practical way to use icons in your Dear ImGui application. +A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without +having to change fonts back and forth. + +To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: + + https://github.com/juliettef/IconFontCppHeaders + +Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.: + + #define ICON_FA_MUSIC "\xef\x80\x81" + #define ICON_FA_SEARCH "\xef\x80\x82" + +Example Setup: + + // Merge icons into default tool font + #include "IconsFontAwesome.h" + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontDefault(); + + ImFontConfig config; + config.MergeMode = true; + config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced + static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); + +Example Usage: + + // Usage, e.g. + ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); + ImGui::Button(ICON_FA_SEARCH " Search"); + +Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" +ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" + +See Links below for other icons fonts and related tools. + + --------------------------------------- FREETYPE RASTERIZER, SMALL FONT SIZES --------------------------------------- @@ -258,9 +269,11 @@ or: --------------------------------------- - CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER + CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY --------------------------------------- +Some fonts are available in the misc/fonts/ folder: + Roboto-Medium.ttf Apache License 2.0 @@ -333,15 +346,17 @@ REGULAR FONTS (Japanese) M+ fonts by Coji Morishita are free http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html -MONOSPACE FONTS +MONOSPACE FONTS (PIXEL PERFECT) - (Pixel Perfect) Proggy Fonts, by Tristan Grimmer + Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net - (Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) + Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font Also include .inl file to use directly in dear imgui. +MONOSPACE FONTS (REGULAR) + Google Noto Mono Fonts https://www.google.com/get/noto/ diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp index 59e19370c..5a026840a 100644 --- a/examples/example_allegro5/main.cpp +++ b/examples/example_allegro5/main.cpp @@ -40,7 +40,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index 72f934a3b..e8f2768b5 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -253,7 +253,7 @@ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp index 5679d08df..d9a6406de 100644 --- a/examples/example_emscripten/main.cpp +++ b/examples/example_emscripten/main.cpp @@ -81,7 +81,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 3a25a9de0..959846a4f 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -38,7 +38,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 4b4a5fe3b..5630b6c39 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -59,7 +59,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 4833d1b05..a658ec86b 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -103,7 +103,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index fb92bad83..910d4738a 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -400,7 +400,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 75e48ca2a..34c26dbee 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -125,7 +125,7 @@ int main(int argc, char** argv) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_marmalade/main.cpp b/examples/example_marmalade/main.cpp index 27a4acd9e..82435f208 100644 --- a/examples/example_marmalade/main.cpp +++ b/examples/example_marmalade/main.cpp @@ -34,7 +34,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index b6345bd17..812b40f4a 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -69,7 +69,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 9a0f07c61..b55cb22f3 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -57,7 +57,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 03cd3a7bd..2220537d5 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -98,7 +98,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index 1969b4525..c4e529e1a 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -384,7 +384,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index d05268aad..024e5eb7f 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -62,7 +62,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index 0a8f09b2c..fe462e749 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -62,7 +62,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 968ef7d9c..87235125d 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -94,7 +94,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 9e8dba955..3586bd6fd 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -60,7 +60,7 @@ int main(int, char**) // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); diff --git a/imgui.cpp b/imgui.cpp index 923c794c1..bfb60bd2a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -746,7 +746,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.org/faq and misc/fonts/README.txt + >> See https://www.dearimgui.org/faq and docs/FONTS.txt Q&A: Community ============== diff --git a/imgui.h b/imgui.h index 279820420..e73ac3e2a 100644 --- a/imgui.h +++ b/imgui.h @@ -2144,7 +2144,7 @@ struct ImFontAtlas // After calling Build(), you can query the rectangle position and render your pixels. // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read misc/fonts/README.txt for more details about using colorful icons. + // Read docs/FONTS.txt for more details about using colorful icons. IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font. const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1a296784b..2bcab47bd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -137,7 +137,7 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. -// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt) +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt) static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); @@ -770,14 +770,14 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("UTF-8 Text")) { // UTF-8 test with Japanese characters - // (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.) + // (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.) // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature') // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE. // Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! // Please use u8"text in any language" in your application! // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); + ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details."); ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; @@ -3255,7 +3255,7 @@ void ImGui::ShowFontSelector(const char* label) HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" - "- Read FAQ and documentation in misc/fonts/ for more details.\n" + "- Read FAQ and docs/FONTS.txt for more details.\n" "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } @@ -3383,7 +3383,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons. - // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! + // Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient! ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; } @@ -3401,7 +3401,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; - HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); + HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading."); ImGui::PushItemWidth(120); for (int i = 0; i < atlas->Fonts.Size; i++) { From bdce8336364595d1a446957a6164c97363349a53 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 25 Nov 2019 18:38:53 +0100 Subject: [PATCH 552/687] Version 1.74 --- docs/CHANGELOG.txt | 2 +- docs/FONTS.txt | 11 ++++------- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 2 +- misc/fonts/binary_to_compressed_c.cpp | 3 ++- 10 files changed, 17 insertions(+), 19 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cb9e540a4..7232b97e5 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,7 +30,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.74 WIP (In Progress) + VERSION 1.74 (Released 2019-11-25) ----------------------------------------------------------------------- Breaking Changes: diff --git a/docs/FONTS.txt b/docs/FONTS.txt index 149479706..e3690f14a 100644 --- a/docs/FONTS.txt +++ b/docs/FONTS.txt @@ -1,10 +1,7 @@ ----------------------------------------------------------------------- - dear imgui, v1.74 WIP ----------------------------------------------------------------------- - docs/FONTS.txt - This is the Readme dedicated to fonts. - Also read https://www.dearimgui.org/faq for more ideas. ----------------------------------------------------------------------- +dear imgui +FONTS DOCUMENTATION + +Also read https://www.dearimgui.org/faq for more fonts related infos. The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), a 13 pixels high, pixel-perfect font used by default. diff --git a/examples/README.txt b/examples/README.txt index 2c73c89d0..cf605ad14 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.74 WIP + dear imgui, v1.74 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index bfb60bd2a..c2b489ad3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index e73ac3e2a..9fcdaeaae 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (headers) // See imgui.cpp file for documentation. @@ -47,8 +47,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.74 WIP" -#define IMGUI_VERSION_NUM 17301 +#define IMGUI_VERSION "1.74" +#define IMGUI_VERSION_NUM 17400 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 2bcab47bd..7e4759925 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 1efb2cb4e..8089bbef2 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 33730c1ed..738800982 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -156,7 +156,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. -#define IMGUI_DEBUG_PARANOID 1 +#define IMGUI_DEBUG_PARANOID 0 #if IMGUI_DEBUG_PARANOID #define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) #else diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0c5a1967a..ec6f51a90 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 WIP +// dear imgui, v1.74 // (widgets code) /* diff --git a/misc/fonts/binary_to_compressed_c.cpp b/misc/fonts/binary_to_compressed_c.cpp index 275695376..4c6f12007 100644 --- a/misc/fonts/binary_to_compressed_c.cpp +++ b/misc/fonts/binary_to_compressed_c.cpp @@ -1,4 +1,5 @@ -// ImGui - binary_to_compressed_c.cpp +// dear imgui +// (binary_to_compressed_c.cpp) // Helper tool to turn a file into a C array, if you want to embed font data in your source code. // The data is first compressed with stb_compress() to reduce source code size, From f60518b430d9d1974949594dec576cf39aac085f Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 26 Nov 2019 16:28:49 +0100 Subject: [PATCH 553/687] Update FAQ.md --- docs/FAQ.md | 35 +++++++++++++++++++---------------- 1 file changed, 19 insertions(+), 16 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index 052cfd263..c777d87fb 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -44,11 +44,10 @@ or view this file with any Markdown viewer. ### Q: Where is the documentation? **This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.** -- Run the examples/ and explore them. -- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. -- The demo covers most features of Dear ImGui, so you can read the code and see its output. +- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them. +- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). -- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. +- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. --- @@ -131,13 +130,14 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` ### Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". (short version: map gamepad inputs into the io.NavInputs[] array + set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). +- See navigation [control sheets for gamepads](http://www.dearimgui.org/controls_sheets) (for PS4, XB1, Switch gamepads). - You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](https://symless.com/synergy) This is the preferred solution for developer productivity. In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. -- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See Wiki index for most details. +- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details. - For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. @@ -283,7 +283,7 @@ node open/closed state differently. See what makes more sense in your situation! ### Q: How can I display an image? What is ImTextureID, how does it work? Short explanation: -- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). @@ -301,15 +301,18 @@ Dear ImGui doesn't know or understand what you are storing in ImTextureID, it me OpenGL: - ImTextureID = GLuint - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp - +``` +``` DirectX9: - ImTextureID = LPDIRECT3DTEXTURE9 - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp - +``` +``` DirectX11: - ImTextureID = ID3D11ShaderResourceView* - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp - +``` +``` DirectX12: - ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp @@ -337,7 +340,7 @@ Once you understand this design you will understand that loading image files and This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. -Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. @@ -442,7 +445,7 @@ New programmers: remember that in C/C++ and most programming languages if you wa backslash \ within a string literal, you need to write it double backslash "\\": ```c -io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escape the M here!) +io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT ``` @@ -452,7 +455,7 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT ### Q: How can I easily use icons in my application? The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your strings. -You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. +You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment. (Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.) With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API. @@ -513,7 +516,7 @@ by using the u8"hello" syntax. Specifying literal in your source code using a lo (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. -Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). +Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`. The applications in examples/ are doing that. Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. @@ -529,8 +532,8 @@ the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for Dear ImGui. With increased funding we will be able to hire more people working on this project. - Individuals: you can also become a [Patron](http://www.patreon.com/imgui) or donate on PayPal! See README. - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. -You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. -But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. -- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete pR. +You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. +- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. ##### [Return to Index](#index) + From a8092085b1984cdb69d20899f7d127c8fccf3cb2 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 27 Nov 2019 14:02:05 +0100 Subject: [PATCH 554/687] Internal: Added unused parameter named to facilitate cimgui parsing of imgui_internal.h https://github.com/cimgui/cimgui/issues/108 --- imgui_internal.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui_internal.h b/imgui_internal.h index 738800982..a0728217f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1600,7 +1600,7 @@ namespace ImGui IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } - inline ImDrawList* GetForegroundDrawList(ImGuiWindow*) { ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. // Init IMGUI_API void Initialize(ImGuiContext* context); From 1742ca45c5aace614be83b237af2f014b4c2d90d Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 26 Nov 2019 11:24:01 +0200 Subject: [PATCH 555/687] CI: Add unity builds test. (#2893) --- .github/workflows/build.yml | 9 +++++++++ examples/example_null/Makefile | 11 ++++++++--- examples/example_null/unity_build.cpp | 6 ++++++ 3 files changed, 23 insertions(+), 3 deletions(-) create mode 100644 examples/example_null/unity_build.cpp diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 60f8f6428..8b0b09fa9 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -44,6 +44,9 @@ jobs: - name: Build example_null (extra warnings) run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build example_null (unity build) + run: mingw32-make -C examples/example_null UNITY_BUILD=1 + - name: Build Win32 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -156,6 +159,9 @@ jobs: - name: Build example_null (extra warnings) run: make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build example_null (unity build) + run: make -C examples/example_null UNITY_BUILD=1 + - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 @@ -185,6 +191,9 @@ jobs: - name: Build example_null (extra warnings) run: make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build example_null (unity build) + run: make -C examples/example_null UNITY_BUILD=1 + - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 909f19820..16802cbaa 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -4,11 +4,16 @@ # EXE = example_null -SOURCES = main.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +EXTRA_WARNINGS ?= 0 +UNITY_BUILD ?= 0 +ifeq ($(UNITY_BUILD), 1) + SOURCES = unity_build.cpp +else + SOURCES = main.cpp + SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp +endif OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) -EXTRA_WARNINGS ?= 0 CXXFLAGS = -I../ -I../../ CXXFLAGS += -g -Wall -Wformat diff --git a/examples/example_null/unity_build.cpp b/examples/example_null/unity_build.cpp new file mode 100644 index 000000000..c60400161 --- /dev/null +++ b/examples/example_null/unity_build.cpp @@ -0,0 +1,6 @@ +// Unity build test - build this example as a single compilation unit. +#include "main.cpp" +#include "../../imgui.cpp" +#include "../../imgui_demo.cpp" +#include "../../imgui_draw.cpp" +#include "../../imgui_widgets.cpp" From bf6d1ba3d12772a487e6b7cb8af1d90fbe00fdb1 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 26 Nov 2019 12:17:58 +0200 Subject: [PATCH 556/687] CI: Add 32/64 bit build variations to builds with extra warnings. --- .github/workflows/build.yml | 23 ++++++++++++++++++++--- examples/example_null/Makefile | 2 +- 2 files changed, 21 insertions(+), 4 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 8b0b09fa9..265c400dd 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -154,10 +154,27 @@ jobs: - name: Install Dependencies run: | sudo apt-get update - sudo apt-get install -y libglfw3-dev libsdl2-dev + sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib - - name: Build example_null (extra warnings) - run: make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build example_null (extra warnings, gcc 32-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m32" make -C examples/example_null EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, gcc 64-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m64" make -C examples/example_null EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, clang 32-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m32" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 + + - name: Build example_null (extra warnings, clang 64-bit) + run: | + make -C examples/example_null clean + CXXFLAGS="$CXXFLAGS -m64" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (unity build) run: make -C examples/example_null UNITY_BUILD=1 diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 16802cbaa..56c5f3da9 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -15,7 +15,7 @@ endif OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) -CXXFLAGS = -I../ -I../../ +CXXFLAGS += -I../ -I../../ CXXFLAGS += -g -Wall -Wformat LIBS = From abaf0256b8891206c9a3283bd336e23fca3ea964 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 28 Nov 2019 20:58:16 +0100 Subject: [PATCH 557/687] Version 1.75 WIP Added message to font file loading assert. --- docs/CHANGELOG.txt | 5 +++++ examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 4 ++-- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 2 +- 8 files changed, 16 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7232b97e5..451ad93fc 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,11 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.75 WIP (In Progress) +----------------------------------------------------------------------- + + ----------------------------------------------------------------------- VERSION 1.74 (Released 2019-11-25) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index cf605ad14..cf92f41b9 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.74 + dear imgui, v1.75 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index c2b489ad3..375768cd1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. diff --git a/imgui.h b/imgui.h index 9fcdaeaae..6613efb1f 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (headers) // See imgui.cpp file for documentation. @@ -47,8 +47,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.74" -#define IMGUI_VERSION_NUM 17400 +#define IMGUI_VERSION "1.75 WIP" +#define IMGUI_VERSION_NUM 17401 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7e4759925..ca8eb262c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 8089bbef2..0e1b3465c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (drawing and font code) /* @@ -1673,7 +1673,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT(0); // Could not load file. + IM_ASSERT_USER_ERROR(0, "Could not font load file."); return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); diff --git a/imgui_internal.h b/imgui_internal.h index a0728217f..091bd3e8f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -166,7 +166,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // Error handling // Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. #ifndef IM_ASSERT_USER_ERROR -#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && (_MSG)) // Recoverable User Error +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error #endif // Misc Macros diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ec6f51a90..915816b2e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.74 +// dear imgui, v1.75 WIP // (widgets code) /* From b5cad20d79330c1d73636fb6beb4a1f55f2f0743 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 2 Dec 2019 10:36:59 +0200 Subject: [PATCH 558/687] Implement new GLFW 3.4 resizing cursors. --- examples/imgui_impl_glfw.cpp | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index a28634e20..005c605d6 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -50,6 +50,7 @@ #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE // Data enum GlfwClientApi @@ -171,12 +172,18 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); +#else + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. g_PrevUserCallbackMousebutton = NULL; From 945a5097734265baf4db188fb9dfa2093733bb91 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 2 Dec 2019 10:52:06 +0200 Subject: [PATCH 559/687] Implement ImGuiMouseCursor_NotAllowed mouse cursor. --- examples/imgui_impl_allegro5.cpp | 1 + examples/imgui_impl_glfw.cpp | 2 ++ examples/imgui_impl_osx.mm | 1 + examples/imgui_impl_sdl.cpp | 1 + examples/imgui_impl_win32.cpp | 1 + imgui.h | 1 + 6 files changed, 7 insertions(+) diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 186716250..d856d28bd 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -390,6 +390,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } al_set_system_mouse_cursor(g_Display, cursor_id); } diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 005c605d6..8918440a4 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -179,10 +179,12 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); #else g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 4f4e97534..3fbebacdb 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -78,6 +78,7 @@ bool ImGui_ImplOSX_Init() g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 06d27b21f..fcbe9a7f6 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -165,6 +165,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); #ifdef _WIN32 SDL_SysWMinfo wmInfo; diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 8d46d942c..2c2034bb7 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -120,6 +120,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(NULL, win32_cursor)); } diff --git a/imgui.h b/imgui.h index 6613efb1f..6a2d706f6 100644 --- a/imgui.h +++ b/imgui.h @@ -1188,6 +1188,7 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT // Obsolete names (will be removed) From 8342e5b91a26a5def2db8bcb3c5e601adb1aec8e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 5 Dec 2019 15:43:05 +0100 Subject: [PATCH 560/687] Amend previous commits (added ImGuiMouseCursor_NotAllowed enum + new cursors in GLFW 3.4) Amend b5cad20d79330c1d73636fb6beb4a1f55f2f0743, 945a5097734265baf4db188fb9dfa2093733bb91 + unrelated minor typos --- docs/CHANGELOG.txt | 5 +++++ docs/TODO.txt | 1 - examples/imgui_impl_allegro5.cpp | 1 + examples/imgui_impl_glfw.cpp | 5 +++-- examples/imgui_impl_osx.mm | 1 + examples/imgui_impl_sdl.cpp | 1 + examples/imgui_impl_win32.cpp | 1 + imgui.cpp | 2 +- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- 10 files changed, 15 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 451ad93fc..7ba017bf9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,11 @@ HOW TO UPDATE? VERSION 1.75 WIP (In Progress) ----------------------------------------------------------------------- +Other Changes: +- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] +- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] + ----------------------------------------------------------------------- VERSION 1.74 (Released 2019-11-25) diff --git a/docs/TODO.txt b/docs/TODO.txt index 94fc2ec8a..e37af88a9 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -340,7 +340,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) - - inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO. - inputs/scrolling: support for smooth scrolling (#2462, #2569) - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index d856d28bd..76f74a3fa 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). // 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 8918440a4..fd70bad59 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -6,7 +6,7 @@ // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). @@ -50,7 +51,7 @@ #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR // Data enum GlfwClientApi diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index 3fbebacdb..54b23d070 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-10-11: Inputs: Fix using Backspace key. // 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). // 2019-05-28: Inputs: Added mouse cursor shape and visibility support. diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index fcbe9a7f6..05498c092 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 2c2034bb7..ffe1e8bf7 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. diff --git a/imgui.cpp b/imgui.cpp index 375768cd1..7cc445855 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -45,7 +45,7 @@ CODE // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPERS/UTILITIES (Geomtry, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ca8eb262c..10171d8f1 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3051,7 +3051,7 @@ static void ShowDemoWindowMisc() if (ImGui::TreeNode("Mouse cursors")) { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand" }; + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 0e1b3465c..91305a2e3 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1673,7 +1673,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT_USER_ERROR(0, "Could not font load file."); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); From 6d9a54a90495fcd109401831a7f49929d678f546 Mon Sep 17 00:00:00 2001 From: Max Thrun Date: Sun, 1 Dec 2019 23:11:58 -0800 Subject: [PATCH 561/687] Examples: Metal: Wrap main event loop body in an @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917) --- docs/CHANGELOG.txt | 2 + examples/example_glfw_metal/main.mm | 131 ++++++++++++++-------------- 2 files changed, 69 insertions(+), 64 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7ba017bf9..196f8f82c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -37,6 +37,8 @@ Other Changes: - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed + even if underlying system event loop gets paused due to app nap (#2910, #2917). [@bear24rw] ----------------------------------------------------------------------- diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 959846a4f..45dbb37bb 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -82,77 +82,80 @@ int main(int, char**) // Main loop while (!glfwWindowShouldClose(window)) { - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - glfwPollEvents(); - - int width, height; - glfwGetFramebufferSize(window, &width, &height); - layer.drawableSize = CGSizeMake(width, height); - id drawable = [layer nextDrawable]; - - id commandBuffer = [commandQueue commandBuffer]; - renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); - renderPassDescriptor.colorAttachments[0].texture = drawable.texture; - renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; - renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; - id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; - [renderEncoder pushDebugGroup:@"ImGui demo"]; - - // Start the Dear ImGui frame - ImGui_ImplMetal_NewFrame(renderPassDescriptor); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + @autoreleasepool { - static float f = 0.0f; - static int counter = 0; + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + int width, height; + glfwGetFramebufferSize(window, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); - - [renderEncoder popDebugGroup]; - [renderEncoder endEncoding]; - - [commandBuffer presentDrawable:drawable]; - [commandBuffer commit]; } // Cleanup From b521cd357d929d25409bea6656b311760847b43c Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 5 Dec 2019 18:30:27 +0100 Subject: [PATCH 562/687] Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions. (none of the other functions have it). --- docs/CHANGELOG.txt | 4 ++++ imgui.cpp | 1 + imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_widgets.cpp | 2 +- 5 files changed, 10 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 196f8f82c..736c47ea4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,10 @@ HOW TO UPDATE? VERSION 1.75 WIP (In Progress) ----------------------------------------------------------------------- +Breaking Changes: +- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent + with other mouse functions (none of the other functions have it). + Other Changes: - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] diff --git a/imgui.cpp b/imgui.cpp index 7cc445855..343d7e870 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,6 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. diff --git a/imgui.h b/imgui.h index 6a2d706f6..5268b59f1 100644 --- a/imgui.h +++ b/imgui.h @@ -680,7 +680,7 @@ namespace ImGui IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) - IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API bool IsMouseDragging(int button, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls @@ -754,8 +754,8 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() // [Obsolete] - //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 10171d8f1..bdc973848 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2445,7 +2445,7 @@ static void ShowDemoWindowLayout() ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); ImGui::InvisibleButton("##dummy", size); - if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) { 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), IM_COL32(90, 90, 120, 255)); ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32(255, 255, 255, 255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); ImGui::TreePop(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 915816b2e..572c829ca 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -768,7 +768,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold - if (IsItemActive() && IsMouseDragging()) + if (IsItemActive() && IsMouseDragging(0)) StartMouseMovingWindow(window); return pressed; From 7ff13f4ee1652289bddf5802b222e3c3c824f41e Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 6 Dec 2019 10:43:27 +0100 Subject: [PATCH 563/687] Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might automatically use it). [#2919, #2798] --- docs/CHANGELOG.txt | 3 +++ examples/example_glfw_opengl2/Makefile | 2 +- examples/example_glfw_opengl3/Makefile | 2 +- examples/example_null/Makefile | 4 ---- examples/example_sdl_opengl3/Makefile | 2 +- 5 files changed, 6 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 736c47ea4..0a04fc4c8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,6 +41,9 @@ Other Changes: - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking + settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might + automatically use it). [#2919, #2798] - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917). [@bear24rw] diff --git a/examples/example_glfw_opengl2/Makefile b/examples/example_glfw_opengl2/Makefile index 3649b7175..38f865bae 100644 --- a/examples/example_glfw_opengl2/Makefile +++ b/examples/example_glfw_opengl2/Makefile @@ -52,7 +52,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) ECHO_MESSAGE = "MinGW" LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 - CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3` + CXXFLAGS += `pkg-config --cflags glfw3` CFLAGS = $(CXXFLAGS) endif diff --git a/examples/example_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile index 7e17476c7..f72f46691 100644 --- a/examples/example_glfw_opengl3/Makefile +++ b/examples/example_glfw_opengl3/Makefile @@ -31,7 +31,7 @@ LIBS = ## Using OpenGL loader: gl3w [default] SOURCES += ../libs/gl3w/GL/gl3w.c -CXXFLAGS += -I../libs/gl3w +CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W ## Using OpenGL loader: glew ## (This assumes a system-wide installation) diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 56c5f3da9..3930eb279 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -65,10 +65,6 @@ endif %.o:../../%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< -%.o:../libs/gl3w/GL/%.c -# %.o:../libs/glad/src/%.c - $(CC) $(CFLAGS) -c -o $@ $< - all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile index 9e84df92b..12d8b57c1 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl_opengl3/Makefile @@ -31,7 +31,7 @@ LIBS = ## Using OpenGL loader: gl3w [default] SOURCES += ../libs/gl3w/GL/gl3w.c -CXXFLAGS += -I../libs/gl3w +CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W ## Using OpenGL loader: glew ## (This assumes a system-wide installation) From 03b7170dac6637748fd2e32c99cd11c2bf0bfb38 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Fri, 6 Dec 2019 16:08:04 +0200 Subject: [PATCH 564/687] Backends: GLFW: Added workaround for people who use development version of GLFW which is older than commit that added required cursor support. (#2922) --- examples/imgui_impl_glfw.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index fd70bad59..142b64092 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -51,7 +51,11 @@ #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif // Data enum GlfwClientApi From 6cbed03d4ad7111d5da2d301fca9c07966e9c9ae Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 6 Dec 2019 16:06:29 +0100 Subject: [PATCH 565/687] Comments, clarified mouse button ordering. --- imgui.cpp | 24 +++++++++++++----------- imgui.h | 33 +++++++++++++++++++-------------- 2 files changed, 32 insertions(+), 25 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 343d7e870..e7bfeda7c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4217,7 +4217,8 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key) return g.IO.KeyMap[imgui_key]; } -// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! +// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { if (user_key_index < 0) @@ -4284,15 +4285,6 @@ bool ImGui::IsMouseDown(int button) return g.IO.MouseDown[button]; } -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - bool ImGui::IsMouseClicked(int button, bool repeat) { ImGuiContext& g = *GImGui; @@ -4347,7 +4339,8 @@ bool ImGui::IsMouseDragging(int button, float lock_threshold) ImVec2 ImGui::GetMousePos() { - return GImGui->IO.MousePos; + ImGuiContext& g = *GImGui; + return g.IO.MousePos; } // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! @@ -4370,6 +4363,15 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + // Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. // NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. diff --git a/imgui.h b/imgui.h index 5268b59f1..a1cb880dd 100644 --- a/imgui.h +++ b/imgui.h @@ -669,27 +669,32 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities + // Inputs Utilities: Keyboard + // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. + // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! - IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held - IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) - IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. - IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) - IMGUI_API bool IsMouseDragging(int button, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. - IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - Mouse buttons are referred to as simple integer, and it is guaranteed that 0=Left, 1=Right, 2=Middle. + IMGUI_API bool IsMouseDown(int button); // is mouse button held? + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseReleased(int button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked? A double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseDragging(int button, float lock_threshold = -1.0f); // is mouse dragging? if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space)? clipped by current clipping settings if 'clip=true', but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type - IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) From f656e7775e638987251031a1147dfbdb144853d5 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 6 Dec 2019 16:29:22 +0100 Subject: [PATCH 566/687] Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 30 +++++++++++++++--------------- imgui.h | 44 +++++++++++++++++++++++++++++--------------- imgui_internal.h | 2 +- 4 files changed, 47 insertions(+), 31 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0a04fc4c8..e190aae4c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,8 @@ Breaking Changes: with other mouse functions (none of the other functions have it). Other Changes: +- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). + We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] diff --git a/imgui.cpp b/imgui.cpp index e7bfeda7c..409dbe412 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1001,6 +1001,7 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; @@ -4278,14 +4279,14 @@ bool ImGui::IsKeyReleased(int user_key_index) return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; } -bool ImGui::IsMouseDown(int button) +bool ImGui::IsMouseDown(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseDown[button]; } -bool ImGui::IsMouseClicked(int button, bool repeat) +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4300,18 +4301,17 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (amount > 0) return true; } - return false; } -bool ImGui::IsMouseReleased(int button) +bool ImGui::IsMouseReleased(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseReleased[button]; } -bool ImGui::IsMouseDoubleClicked(int button) +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4319,7 +4319,7 @@ bool ImGui::IsMouseDoubleClicked(int button) } // [Internal] This doesn't test if the button is pressed -bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4328,7 +4328,7 @@ bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; } -bool ImGui::IsMouseDragging(int button, float lock_threshold) +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4375,7 +4375,7 @@ bool ImGui::IsAnyMouseDown() // Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. // NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4388,7 +4388,7 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) return ImVec2(0.0f, 0.0f); } -void ImGui::ResetMouseDragDelta(int button) +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4464,7 +4464,7 @@ bool ImGui::IsItemFocused() return true; } -bool ImGui::IsItemClicked(int mouse_button) +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } @@ -7563,7 +7563,7 @@ void ImGui::EndPopup() g.WithinEndChild = false; } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +bool ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiMouseButton mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -7579,7 +7579,7 @@ bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) // This is a helper to handle the simplest case of associating one named popup to one given widget. // You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // You can pass a NULL str_id to use the identifier of the last item. -bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiMouseButton mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; if (window->SkipItems) @@ -7591,7 +7591,7 @@ bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mouse_button, bool also_over_items) { if (!str_id) str_id = "window_context"; @@ -7602,7 +7602,7 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool a return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiMouseButton mouse_button) { if (!str_id) str_id = "void_context"; @@ -8796,7 +8796,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - int mouse_button = 0; + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = window->DC.LastItemId; diff --git a/imgui.h b/imgui.h index a1cb880dd..9b75aae11 100644 --- a/imgui.h +++ b/imgui.h @@ -138,6 +138,7 @@ typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. @@ -565,16 +566,17 @@ namespace ImGui // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). + // - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions. // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! - IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. - IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! - IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. @@ -632,7 +634,7 @@ namespace ImGui IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). @@ -680,19 +682,21 @@ namespace ImGui IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. // Inputs Utilities: Mouse - // - Mouse buttons are referred to as simple integer, and it is guaranteed that 0=Left, 1=Right, 2=Middle. - IMGUI_API bool IsMouseDown(int button); // is mouse button held? - IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) - IMGUI_API bool IsMouseReleased(int button); // did mouse button released? (went from Down to !Down) - IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked? A double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. - IMGUI_API bool IsMouseDragging(int button, float lock_threshold = -1.0f); // is mouse dragging? if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space)? clipped by current clipping settings if 'clip=true', but disregarding of other consideration of focus/window ordering/popup-block. + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls - IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into - IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. - IMGUI_API void ResetMouseDragDelta(int button = 0); // + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. @@ -1180,6 +1184,16 @@ enum ImGuiColorEditFlags_ #endif }; +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + // Enumeration for GetMouseCursor() // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ diff --git a/imgui_internal.h b/imgui_internal.h index 091bd3e8f..4cc2af844 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1690,7 +1690,7 @@ namespace ImGui inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } - IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } From e4a59d0025e288a38523b90ba9c3e014cb359a35 Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 7 Dec 2019 16:22:07 +0100 Subject: [PATCH 567/687] TabItem: honor ImGuiTabItemFlags_NoCloseButton passed as parameter (although undocumented and part of private api) (#2923) --- imgui_demo.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 9 ++++++--- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index bdc973848..c9f9c73a8 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2027,7 +2027,7 @@ static void ShowDemoWindowLayout() if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) { for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n])) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) { ImGui::Text("This is the %s tab!", names[n]); if (n & 1) diff --git a/imgui_internal.h b/imgui_internal.h index 4cc2af844..af661afbb 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1512,7 +1512,7 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute ContentWidth during layout. + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) }; // Storage for one active tab item (sizeof() 26~32 bytes) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 572c829ca..d605e2d73 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6927,6 +6927,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, return false; } + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, p_open != NULL); @@ -6944,9 +6950,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); tab->ContentWidth = size.x; - if (p_open == NULL) - flags |= ImGuiTabItemFlags_NoCloseButton; - const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); From 697f15e339779e98951d06d2074d84ef368e7bc1 Mon Sep 17 00:00:00 2001 From: Ben Carter Date: Fri, 22 Nov 2019 22:06:44 +0900 Subject: [PATCH 568/687] Added PrimUnreserve() API. Obsoleted calling ImDrawList::PrimReserve() with a negative count. --- docs/CHANGELOG.txt | 6 ++++++ imgui.cpp | 1 + imgui.h | 3 ++- imgui_draw.cpp | 18 ++++++++++++++++-- imgui_internal.h | 2 +- 5 files changed, 26 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e190aae4c..0c9045764 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,12 @@ HOW TO UPDATE? Breaking Changes: - Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). +- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely + documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API + which can be implemented faster. Also clarified pre-existing constraints which weren't + documented (can only unreserve from the last reserve call). If you suspect you ever + used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing + calls. [@ShironekoBen] Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). diff --git a/imgui.cpp b/imgui.cpp index 409dbe412..8dbbd5402 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,6 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. diff --git a/imgui.h b/imgui.h index 9b75aae11..d0cd84948 100644 --- a/imgui.h +++ b/imgui.h @@ -1293,7 +1293,7 @@ struct ImVector inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. @@ -1990,6 +1990,7 @@ struct ImDrawList IMGUI_API void Clear(); IMGUI_API void ClearFreeMemory(); IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 91305a2e3..18029f4df 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -516,10 +516,13 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. void ImDrawList::PrimReserve(int idx_count, int vtx_count) { // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) { _VtxCurrentOffset = VtxBuffer.Size; @@ -527,7 +530,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) AddDrawCmd(); } - ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; draw_cmd.ElemCount += idx_count; int vtx_buffer_old_size = VtxBuffer.Size; @@ -539,6 +542,17 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } +// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd.ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + // Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { diff --git a/imgui_internal.h b/imgui_internal.h index af661afbb..26cf3a155 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -847,7 +847,7 @@ struct IMGUI_API ImDrawListSharedData ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) - float CurveTessellationTol; + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) From e42c1e1668640f923ad03be24f57eab794c13f1c Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 8 Dec 2019 16:12:44 +0100 Subject: [PATCH 569/687] Exposed IMGUI_DEBUG_PARANOID in imconfig.h + using a #define with no value to match other uses in imconfig.h --- imconfig.h | 11 ++++++++--- imgui_internal.h | 5 +++-- 2 files changed, 11 insertions(+), 5 deletions(-) diff --git a/imconfig.h b/imconfig.h index 25cad5f58..39f24a024 100644 --- a/imconfig.h +++ b/imconfig.h @@ -77,14 +77,19 @@ //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback -//---- Debug Tools -// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() -// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. + +//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), +// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) // This adds a small runtime cost which is why it is not enabled by default. //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/imgui_internal.h b/imgui_internal.h index 26cf3a155..013d5dcaf 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -156,8 +156,9 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. -#define IMGUI_DEBUG_PARANOID 0 -#if IMGUI_DEBUG_PARANOID +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID #define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) #else #define IM_ASSERT_PARANOID(_EXPR) From f9c26d23dea0301a63195c7f7d914a6220a6372b Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 8 Dec 2019 16:26:47 +0100 Subject: [PATCH 570/687] Removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017). Comments --- docs/CHANGELOG.txt | 13 +++++++++++++ imconfig.h | 2 +- imgui.cpp | 34 ++++++++++++++++++++++++---------- imgui.h | 26 ++++++-------------------- imgui_demo.cpp | 4 ---- 5 files changed, 44 insertions(+), 35 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0c9045764..5cd00a75b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -34,6 +34,19 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: +- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. - Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely diff --git a/imconfig.h b/imconfig.h index 39f24a024..c4f7891e6 100644 --- a/imconfig.h +++ b/imconfig.h @@ -22,7 +22,7 @@ //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) diff --git a/imgui.cpp b/imgui.cpp index 8dbbd5402..447922320 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,12 +353,27 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). @@ -537,14 +552,13 @@ CODE - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } - became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } - you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. - it is now recommended that you sample the font texture with bilinear interpolation. - (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. - (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility @@ -1002,7 +1016,7 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); - IM_STATIC_ASSERT(IM_ARRAYSIZE(MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(MouseClicked) == ImGuiMouseButton_COUNT); + IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. // Settings ConfigFlags = ImGuiConfigFlags_None; diff --git a/imgui.h b/imgui.h index d0cd84948..0eef98d99 100644 --- a/imgui.h +++ b/imgui.h @@ -815,11 +815,6 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] -#endif }; // Flags for ImGui::Selectable() @@ -1095,9 +1090,7 @@ enum ImGuiCol_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] - , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. - //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. + //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. #endif }; @@ -1134,8 +1127,7 @@ enum ImGuiStyleVar_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] - , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] #endif }; @@ -1410,9 +1402,9 @@ struct ImGuiIO // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL - void* BackendRendererUserData; // = NULL - void* BackendLanguageUserData; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform back-end + void* BackendRendererUserData; // = NULL // User data for renderer back-end + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) @@ -1474,7 +1466,7 @@ struct ImGuiIO ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. //------------------------------------------------------------------ - // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) @@ -1598,12 +1590,6 @@ namespace ImGui static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } - // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - static inline void ShowTestWindow() { return ShowDemoWindow(); } - static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } - static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } - static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } - static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } } typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c9f9c73a8..af2e46ccf 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -115,10 +115,6 @@ Index of this file: // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- -#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO -#define IMGUI_DISABLE_DEMO_WINDOWS -#endif - #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations From 0e741036599a1d53b8b4e6f954567f1b3e5cf949 Mon Sep 17 00:00:00 2001 From: Ben Carter Date: Mon, 9 Dec 2019 15:13:24 +0900 Subject: [PATCH 571/687] ImDrawList: Add AddNgon(), AddNgonFilled() API. --- docs/CHANGELOG.txt | 4 ++++ imgui.h | 2 ++ imgui_demo.cpp | 6 ++++-- imgui_draw.cpp | 24 ++++++++++++++++++++++++ 4 files changed, 34 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5cd00a75b..0c43b0003 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -60,6 +60,10 @@ Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. + In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as + we will rework the circle rendering functions to use textures and automatic segment count + selection, those new api can fill a gap. [@ShironekoBen] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking diff --git a/imgui.h b/imgui.h index 0eef98d99..f77adb4ad 100644 --- a/imgui.h +++ b/imgui.h @@ -1934,6 +1934,8 @@ struct ImDrawList IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); 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 AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index af2e46ccf..c15b5a638 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4440,9 +4440,11 @@ static void ShowExampleAppCustomRendering(bool* p_open) { static float sz = 36.0f; static float thickness = 3.0f; + static int ngon_sides = 6; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("n-gon sides", &ngon_sides, 3, 12); ImGui::ColorEdit4("Color", &colf.x); const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); @@ -4455,7 +4457,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // n-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners @@ -4469,7 +4471,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) x = p.x + 4; y += sz + spacing; } - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // n-gon draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 18029f4df..9efb47311 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1104,6 +1104,30 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, PathFillConvex(col); } +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) From 6fdde67be2b606f0ef86d93d4e2074e4fa9f660c Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 10 Dec 2019 13:37:29 +0100 Subject: [PATCH 572/687] Documentation, FAQ, todo tweaks --- docs/FAQ.md | 25 +++++++++++++++++-------- docs/README.md | 2 +- docs/TODO.txt | 30 ++++++++++++++++++------------ imgui.cpp | 30 +++++++++++++++++------------- 4 files changed, 53 insertions(+), 34 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index c777d87fb..a56b79677 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -21,7 +21,8 @@ or view this file with any Markdown viewer. | [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | | **Q&A: Integration** | | [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) | -| [How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)](#q-how-can-i-use-this-without-a-mouse-without-a-keyboard-or-without-a-screen-gamepad-input-share-remote-display) | +| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | +| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | | [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | **Q&A: Usage** | @@ -48,6 +49,7 @@ or view this file with any Markdown viewer. - See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). - The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links. +- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. --- @@ -65,7 +67,7 @@ Many projects are using this branch and it is kept in sync with master regularly ### Q: Why the names "Dear ImGui" vs "ImGui"? -**TL;DR: Please try to refer to this library as "Dear ImGui".** +**TL;DR: Please refer to this library as "Dear ImGui".** The library started its life as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. @@ -127,16 +129,23 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` --- -### Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) -- You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". -(short version: map gamepad inputs into the io.NavInputs[] array + set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). -- See navigation [control sheets for gamepads](http://www.dearimgui.org/controls_sheets) (for PS4, XB1, Switch gamepads). -- You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](https://symless.com/synergy) +### Q: How can I enable keyboard or gamepad controls? +- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected! +- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable. +- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting back-end). +- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads). +- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details. + +--- + +### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) +- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy) This is the preferred solution for developer productivity. In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. +- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details. - For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing @@ -536,4 +545,4 @@ You may post screenshot or links in the [gallery threads](https://github.com/oco - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. ##### [Return to Index](#index) - + diff --git a/docs/README.md b/docs/README.md index c78cddb98..8d44b5d83 100644 --- a/docs/README.md +++ b/docs/README.md @@ -126,7 +126,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. ### Upcoming Changes -Some of the goals for 2019+ are: +Some of the goals for 2019-2020 are: - Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) diff --git a/docs/TODO.txt b/docs/TODO.txt index e37af88a9..7a977f723 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -8,6 +8,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc/test: add a proper documentation+regression testing system (#435) - doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? + - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) @@ -27,6 +28,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - window: top most window flag? (#2574) + - window: the size_on_first_use path of Begin() can probably be removed - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - window/child: border could be emitted in parent as well. @@ -58,7 +60,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - 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. - 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? - - main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags. - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. @@ -273,7 +274,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) - - node/graph editor (#306) + - node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors) - pie menus patterns (#434) - markup: simple markup language for color change? (#902) @@ -301,12 +302,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - font: fix AddRemapChar() to work before atlas has been built. - - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541) + - font: support for unicode codepoints higher than 0xFFFF? (pr #2815) - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?) + ! nav: never clear NavId on some setup (e.g. gamepad centric) + - nav: restore NavId on reappearing non-child window. + - nav: code to focus child-window on restoring NavId appears to have issue (to investigate) - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" @@ -352,9 +356,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) - misc: possible compile-time support for wchar_t instead of char*? - - backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - - remote: make a system like RemoteImGui first-class citizen/project (#75) - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. @@ -363,14 +364,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - demo: add virtual scrolling example? - demo: demonstrate Plot offset - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this + - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - - examples: apple: example_apple should be using modern GL3. - - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - - examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) - - examples: opengl: could use a single vertex buffer and glBufferSubData for uploads? - - examples: opengl: explicitly disable GL_STENCIL_TEST in bindings. - - examples: vulkan: viewport: support for synchronized swapping of multiple swap chains. + - backends: apple: example_apple should be using modern GL3. + - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. + - backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h + - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. + - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 + - backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) diff --git a/imgui.cpp b/imgui.cpp index 447922320..95ce9ea7b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -310,9 +310,18 @@ CODE USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). @@ -324,15 +333,6 @@ CODE - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: - - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. - Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. @@ -587,13 +587,16 @@ CODE - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ - folder to explain how to integrate Dear ImGui with your own engine/application. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. Q: Which version should I get? Q: Why the names "Dear ImGui" vs "ImGui"? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.org/faq Q&A: Concerns @@ -623,6 +626,7 @@ CODE have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. @@ -4629,7 +4633,7 @@ void ImGui::EndChild() ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; if (window->BeginCount > 1) From 43bd80a40d0fd11a454eb5e70c234df98204c64d Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 12 Dec 2019 19:56:29 +0100 Subject: [PATCH 573/687] Internals: Breaking: ImRect() default constructor initializes all fields with 0.0f Instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). Previous behavior was designed for adding into a bounding box but rarely relied on and not worth it. --- docs/CHANGELOG.txt | 3 +++ imgui.cpp | 3 ++- imgui_internal.h | 2 +- 3 files changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0c43b0003..13e3cec7a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -55,6 +55,9 @@ Breaking Changes: documented (can only unreserve from the last reserve call). If you suspect you ever used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead + of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by + adding multiple points into it, you may need to fix your initial value. Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). diff --git a/imgui.cpp b/imgui.cpp index 95ce9ea7b..c32b64c1f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,6 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) @@ -9810,7 +9811,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (show_drawcmd_details && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; - ImRect vtxs_rect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255,0,255,255)); diff --git a/imgui_internal.h b/imgui_internal.h index 013d5dcaf..ec35468f1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -644,7 +644,7 @@ struct IMGUI_API ImRect ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right - ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} From 3a800f2dc9f1be1aac4c1148983b80556d6ce727 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 13 Dec 2019 11:56:51 +0100 Subject: [PATCH 574/687] DragFloat: Mention usage of FLT_MAX, INT_MAX etc. explicitly. (#2931) --- imgui.h | 1 + imgui_demo.cpp | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/imgui.h b/imgui.h index f77adb4ad..13150f146 100644 --- a/imgui.h +++ b/imgui.h @@ -434,6 +434,7 @@ namespace ImGui // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - Use v_min > v_max to lock edits. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c15b5a638..030ed0da6 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2201,10 +2201,10 @@ static void ShowDemoWindowLayout() ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) From 10fdc03a46921c71356d1e5c932a6f2ea1250f38 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Dec 2019 13:19:36 +0100 Subject: [PATCH 575/687] Clarification about Im helpers + moving GetColorXXX functions outside of that block. --- imgui.cpp | 66 ++++++++++++++++++++++++------------------------ imgui_internal.h | 2 ++ 2 files changed, 35 insertions(+), 33 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c32b64c1f..309578495 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1726,38 +1726,6 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& } } -ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = style.Colors[idx]; - c.w *= style.Alpha * alpha_mul; - return ColorConvertFloat4ToU32(c); -} - -ImU32 ImGui::GetColorU32(const ImVec4& col) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = col; - c.w *= style.Alpha; - return ColorConvertFloat4ToU32(c); -} - -const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) -{ - ImGuiStyle& style = GImGui->Style; - return style.Colors[idx]; -} - -ImU32 ImGui::GetColorU32(ImU32 col) -{ - float style_alpha = GImGui->Style.Alpha; - if (style_alpha >= 1.0f) - return col; - ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. - return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); -} - //----------------------------------------------------------------------------- // [SECTION] ImGuiStorage // Helper: Key->value storage @@ -2215,10 +2183,42 @@ bool ImGuiListClipper::Step() //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS -// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change. // Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. //----------------------------------------------------------------------------- +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) { const char* text_display_end = text; diff --git a/imgui_internal.h b/imgui_internal.h index ec35468f1..07fb28823 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -192,6 +192,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer //----------------------------------------------------------------------------- // Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. //----------------------------------------------------------------------------- // - Helpers: Misc // - Helpers: Bit manipulation From 9d444062f974b21f1fc09b7e85479fff3e0789c2 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Dec 2019 13:25:46 +0100 Subject: [PATCH 576/687] Limiting Columns()/BeginColumns() api to 64 columns (#125) While the current code technically supports it, future code may not so we're putting the restriction ahead. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 1 + imgui.h | 1 + imgui_widgets.cpp | 4 ++-- 4 files changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 13e3cec7a..c9ff9b2d4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -55,6 +55,8 @@ Breaking Changes: documented (can only unreserve from the last reserve call). If you suspect you ever used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code + technically supports it, future code may not so we're putting the restriction ahead. - imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. diff --git a/imgui.cpp b/imgui.cpp index 309578495..dff12b624 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -353,6 +353,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): - ShowTestWindow() -> use ShowDemoWindow() diff --git a/imgui.h b/imgui.h index 13150f146..704a7211e 100644 --- a/imgui.h +++ b/imgui.h @@ -584,6 +584,7 @@ namespace ImGui // Columns // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - There is a maximum of 64 columns. // - By end of the 2019 we will expose a new 'Table' api which will replace columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d605e2d73..684dbe556 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7411,8 +7411,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + IM_ASSERT(columns_count >= 1 && columns_count <= 64); // Maximum 64 columns + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported // Acquire storage for the columns set ImGuiID id = GetColumnsID(str_id, columns_count); From 78ff147181919f3f3595d90b571bd0863c0c4aa4 Mon Sep 17 00:00:00 2001 From: NeroBurner-tux Date: Tue, 24 Sep 2019 19:44:29 +0200 Subject: [PATCH 577/687] SDL: On wayland use SDL_GetMouseState (#2802) When the SDL Video backend is set to wayland the function `SDL_GetGlobalMouseState` does not work. Most probably a security measure for programs to not grab everything the user does https://wiki.libsdl.org/SDL_GetGlobalMouseState using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works on wayland --- examples/imgui_impl_sdl.cpp | 23 ++++++++++++++++------- 1 file changed, 16 insertions(+), 7 deletions(-) diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 05498c092..ac4f55fc8 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-12-17: Inputs: Use SDL_GetMouseState, because there is no global mouse state on Wayland. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). @@ -60,6 +61,7 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static char* g_ClipboardTextData = NULL; +static bool g_VideoDriverIsWayland = false; static const char* ImGui_ImplSDL2_GetClipboardText(void*) { @@ -124,6 +126,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) { g_Window = window; + // Check and store if we are on Wayland to not check on every frame. + g_VideoDriverIsWayland = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) @@ -238,13 +243,17 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { - // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) - // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. - int wx, wy; - SDL_GetWindowPosition(focused_window, &wx, &wy); - SDL_GetGlobalMouseState(&mx, &my); - mx -= wx; - my -= wy; + if (!g_VideoDriverIsWayland) + { + // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) + // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. + // Won't use this workaround when on Wayland, as there is no global mouse position. + int wx, wy; + SDL_GetWindowPosition(focused_window, &wx, &wy); + SDL_GetGlobalMouseState(&mx, &my); + mx -= wx; + my -= wy; + } io.MousePos = ImVec2((float)mx, (float)my); } From 0f7105e15608b7198980864c1a92b07c124c7c0d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Dec 2019 14:34:18 +0100 Subject: [PATCH 578/687] Backends: SDL: Wayland: Use SDL_GetMouseState (amend 78ff147) (#2800, 2802) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_sdl.cpp | 13 +++++++------ 2 files changed, 9 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c9ff9b2d4..0eecd4148 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -71,6 +71,8 @@ Other Changes: selection, those new api can fill a gap. [@ShironekoBen] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available + on Wayland). (#2800, #2802) [@NeroBurner] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might automatically use it). [#2919, #2798] diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index ac4f55fc8..8a295aaae 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,7 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2019-12-17: Inputs: Use SDL_GetMouseState, because there is no global mouse state on Wayland. +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). @@ -61,7 +61,7 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static char* g_ClipboardTextData = NULL; -static bool g_VideoDriverIsWayland = false; +static bool g_MouseCanUseGlobalState = true; static const char* ImGui_ImplSDL2_GetClipboardText(void*) { @@ -126,9 +126,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) { g_Window = window; - // Check and store if we are on Wayland to not check on every frame. - g_VideoDriverIsWayland = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) == 0; - // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) @@ -163,6 +160,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = NULL; + // Load mouse cursors g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); @@ -173,6 +171,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + // Check and store if we are on Wayland + g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0; + #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); @@ -243,7 +244,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { - if (!g_VideoDriverIsWayland) + if (g_MouseCanUseGlobalState) { // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. From 3831d50ab96c33d24cec3e048d9c7839d2d64074 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 17 Dec 2019 16:29:12 +0200 Subject: [PATCH 579/687] Add ImBezierClosestPoint() function which returns a point on bezier curve which is closed to a specified point. --- imgui.cpp | 66 ++++++++++++++++++++++++++++++++++++++++++++++++ imgui_draw.cpp | 21 ++++++++------- imgui_internal.h | 3 +++ 3 files changed, 81 insertions(+), 9 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index dff12b624..d114f9ef8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1109,6 +1109,72 @@ void ImGuiIO::ClearInputCharacters() // [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions) //----------------------------------------------------------------------------- +ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + IM_ASSERT(num_segments > 0); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ClosestPointBezierCasteljau(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; + float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; + float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; + float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; + float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; + float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; + ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { ImVec2 ap = p - a; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 9efb47311..8f913dc00 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -907,6 +907,17 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } +ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t*t*t; + return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); +} + +// Closely mimicked by ClosestPointBezierCasteljau() in imgui.cpp static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; @@ -945,15 +956,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) - { - float t = t_step * i_step; - float u = 1.0f - t; - float w1 = u*u*u; - float w2 = 3*u*u*t; - float w3 = 3*u*t*t; - float w4 = t*t*t; - _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y)); - } + _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); } } diff --git a/imgui_internal.h b/imgui_internal.h index 07fb28823..bf594bc53 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -340,6 +340,9 @@ static inline float ImLinearSweep(float current, float target, float speed) static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } // Helpers: Geometry +IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol); // For auto-tesselated curves, tess_tol = style.CurveTessellationTol IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); From a610f1da52273cac7f4a90cbfd8cb0fb642d5a07 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 17 Dec 2019 16:24:50 +0100 Subject: [PATCH 580/687] Bezier Tweaks, fixed parameter order of 3831d50 --- imgui.cpp | 25 ++++++++++++++++--------- imgui.h | 4 ++-- imgui_draw.cpp | 13 ++++++------- imgui_internal.h | 6 +++--- 4 files changed, 27 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d114f9ef8..c81ff318c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -45,7 +45,8 @@ CODE // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) @@ -1106,12 +1107,12 @@ void ImGuiIO::ClearInputCharacters() } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- -ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { - IM_ASSERT(num_segments > 0); + IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; @@ -1132,7 +1133,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp -static void ClosestPointBezierCasteljau(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; @@ -1160,18 +1161,20 @@ static void ClosestPointBezierCasteljau(const ImVec2& p, ImVec2& p_closest, ImVe float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } -ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol) +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { IM_ASSERT(tess_tol > 0.0f); ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; - ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); return p_closest; } @@ -1223,6 +1226,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, return proj_ca; } +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { diff --git a/imgui.h b/imgui.h index 704a7211e..83bb25582 100644 --- a/imgui.h +++ b/imgui.h @@ -1942,7 +1942,7 @@ struct ImDrawList 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 AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Image primitives // - Read FAQ to understand what ImTextureID is. @@ -1960,7 +1960,7 @@ struct ImDrawList inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); + IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 8f913dc00..58acacf5f 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -917,7 +917,7 @@ ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); } -// Closely mimicked by ClosestPointBezierCasteljau() in imgui.cpp +// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; @@ -938,7 +938,6 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); } @@ -949,8 +948,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV ImVec2 p1 = _Path.back(); if (num_segments == 0) { - // Auto-tessellated - PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else { @@ -1131,13 +1129,14 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in PathFillConvex(col); } -void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(pos0); - PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathLineTo(p1); + PathBezierCurveTo(p2, p3, p4, num_segments); PathStroke(col, false, thickness); } diff --git a/imgui_internal.h b/imgui_internal.h index bf594bc53..ea58b65cb 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -340,9 +340,9 @@ static inline float ImLinearSweep(float current, float target, float speed) static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } // Helpers: Geometry -IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); -IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments); // For curves with explicit number of segments -IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol); // For auto-tesselated curves, tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier +IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); From e01fb5462d4fc8b30cf7e23229ee5be4b8d7b3e9 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 18 Dec 2019 18:26:28 +0100 Subject: [PATCH 581/687] Internals: Separator: Simplify duplicated code. --- imgui_widgets.cpp | 19 ++++++------------- 1 file changed, 6 insertions(+), 13 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 684dbe556..135715ff2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1259,21 +1259,14 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // We don't provide our width to the layout so that it doesn't get feed back into AutoFit const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); - if (!ItemAdd(bb, 0)) + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) { - if (columns) - { - PopColumnsBackground(); - columns->LineMinY = window->DC.CursorPos.y; - } - return; + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); } - - // Draw - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); - if (columns) { PopColumnsBackground(); From f70204f2f4149c8b32e2824cc4cc846376c63078 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 19 Dec 2019 15:02:55 +0100 Subject: [PATCH 582/687] Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking --- imgui.cpp | 82 +++++++++++++++++++++++++++++++++++++++++--------- imgui_draw.cpp | 2 +- 2 files changed, 68 insertions(+), 16 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c81ff318c..5d58f2fa9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3875,6 +3875,21 @@ void ImGui::Initialize(ImGuiContext* context) ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } + +#if 0 // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches. + + // Add .ini handle for ImGuiTable type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } + +#endif g.Initialized = true; } @@ -9806,12 +9821,18 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - // State + // Debugging enums enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersDesired, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersDesired", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; + + // State static bool show_windows_rects = false; static int show_windows_rect_type = WRT_WorkRect; static bool show_windows_begin_order = false; + static bool show_tables_rects = false; + static int show_tables_rect_type = TRT_WorkRect; static bool show_drawcmd_details = true; // Basic info @@ -9825,11 +9846,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Separator(); // Helper functions to display common structures: - // - NodeDrawList - // - NodeColumns - // - NodeWindow - // - NodeWindows - // - NodeTabBar + // - NodeDrawList() + // - NodeColumns() + // - NodeWindow() + // - NodeWindows() + // - NodeTabBar() + // - NodeStorage() struct Funcs { static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) @@ -10057,6 +10079,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + // Details for Popups if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) @@ -10067,6 +10090,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + // Details for TabBars if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) { for (int n = 0; n < g.TabBars.GetSize(); n++) @@ -10074,13 +10098,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } -#if 0 - if (ImGui::TreeNode("Docking")) - { - ImGui::TreePop(); - } -#endif - + // Details for Tables + IM_UNUSED(trt_rects_names); + IM_UNUSED(show_tables_rects); + IM_UNUSED(show_tables_rect_type); #if 0 if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) { @@ -10088,6 +10109,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) } #endif + // Details for Docking +#if 0 + if (ImGui::TreeNode("Docking")) + { + ImGui::TreePop(); + } +#endif + + // Misc Details if (ImGui::TreeNode("Internal state")) { const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); @@ -10108,6 +10138,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } + // Tools if (ImGui::TreeNode("Tools")) { // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. @@ -10120,7 +10151,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count); if (show_windows_rects && g.NavWindow) { ImGui::BulletText("'%s':", g.NavWindow->Name); @@ -10136,7 +10167,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } - // Tool: Display windows Rectangles and Begin Order + // Overlay: Display windows Rectangles and Begin Order if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) @@ -10160,6 +10191,27 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } + + // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches. +#if 0 + // Overlay: Display Tables Rectangles + if (show_tables_rects) + { + for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + { + ImGuiTable* table = g.Tables.GetByIndex(table_n); + } + } +#endif + + // FIXME-WIP: This is a placeholder to facilitate merging of Docking branch into multiple branches. +#if 0 + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif + ImGui::End(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 58acacf5f..5a8477fc9 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1315,7 +1315,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // Merge previous channel last draw command with current channel first draw command if matching. last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; idx_offset += ch._CmdBuffer[0].ElemCount; - ch._CmdBuffer.erase(ch._CmdBuffer.Data); + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. } if (ch._CmdBuffer.Size > 0) last_cmd = &ch._CmdBuffer.back(); From 061650bd2ae21bfb085628fde781fe11df528b59 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 19 Dec 2019 22:14:28 +0100 Subject: [PATCH 583/687] Update Readme --- docs/README.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/docs/README.md b/docs/README.md index 8d44b5d83..e84bd7684 100644 --- a/docs/README.md +++ b/docs/README.md @@ -118,7 +118,7 @@ Officially maintained bindings (in repository): - Frameworks: Emscripten, Allegro5, Marmalade. Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): -- Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... - Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. @@ -201,9 +201,10 @@ Ongoing Dear ImGui development is financially supported by users and private spo *Platinum-chocolate sponsors* - Blizzard Entertainment - Google +- Ubisoft *Double-chocolate sponsors* -- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. +- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Aiden Koss, Kylotonn. *Salty caramel supporters* - Remedy Entertainment, Next Level Games, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. From 854fc081949b0a373f039a5b092d7065c5c36cdb Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 20 Dec 2019 16:19:34 +0100 Subject: [PATCH 584/687] Amend f70204f2 to facilitate merges. --- imgui.cpp | 31 +++++++++++++++---------------- imgui_internal.h | 1 + 2 files changed, 16 insertions(+), 16 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5d58f2fa9..144fdd259 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -880,8 +880,6 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); namespace ImGui { -static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); - // Navigation static void NavUpdate(); static void NavUpdateWindowing(); @@ -3876,8 +3874,7 @@ void ImGui::Initialize(ImGuiContext* context) g.SettingsHandlers.push_back(ini_handler); } -#if 0 // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches. - +#ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type { ImGuiSettingsHandler ini_handler; @@ -3888,8 +3885,10 @@ void ImGui::Initialize(ImGuiContext* context) ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } +#endif // #ifdef IMGUI_HAS_TABLE -#endif +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK g.Initialized = true; } @@ -4654,7 +4653,7 @@ static ImRect GetViewportRect() return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); } -static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; @@ -10102,20 +10101,22 @@ void ImGui::ShowMetricsWindow(bool* p_open) IM_UNUSED(trt_rects_names); IM_UNUSED(show_tables_rects); IM_UNUSED(show_tables_rect_type); -#if 0 +#ifdef IMGUI_HAS_TABLE if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) { + for (int n = 0; n < g.Tables.GetSize(); n++) + Funcs::NodeTable(g.Tables.GetByIndex(n)); ImGui::TreePop(); } -#endif +#endif // #define IMGUI_HAS_TABLE // Details for Docking -#if 0 +#ifdef IMGUI_HAS_DOCK if (ImGui::TreeNode("Docking")) { ImGui::TreePop(); } -#endif +#endif // #define IMGUI_HAS_DOCK // Misc Details if (ImGui::TreeNode("Internal state")) @@ -10192,8 +10193,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } - // FIXME-WIP: This is a placeholder to facilitate merging of Tables branch into multiple branches. -#if 0 +#ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles if (show_tables_rects) { @@ -10202,15 +10202,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiTable* table = g.Tables.GetByIndex(table_n); } } -#endif +#endif // #define IMGUI_HAS_TABLE - // FIXME-WIP: This is a placeholder to facilitate merging of Docking branch into multiple branches. -#if 0 +#ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info if (show_docking_nodes && g.IO.KeyCtrl) { } -#endif +#endif // #define IMGUI_HAS_DOCK ImGui::End(); } diff --git a/imgui_internal.h b/imgui_internal.h index ea58b65cb..cf55e53c3 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1668,6 +1668,7 @@ namespace ImGui IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); From dc66f83db8462e7837aec60fef86c025ac4c485b Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 25 Dec 2019 17:46:35 +0100 Subject: [PATCH 585/687] Additional duplicated comments about usage of std::string and input text resize callback (#2006, #1443, #1008) --- imgui.h | 2 +- imgui_demo.cpp | 11 ++++++++--- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/imgui.h b/imgui.h index 83bb25582..b6931ccec 100644 --- a/imgui.h +++ b/imgui.h @@ -468,7 +468,7 @@ namespace ImGui IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); // Widgets: Input with Keyboard - // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 030ed0da6..6704c20be 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -514,6 +514,8 @@ static void ShowDemoWindowWidgets() } { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); @@ -989,6 +991,8 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. if (ImGui::TreeNode("Text Input")) { if (ImGui::TreeNode("Multi-line Text Input")) @@ -1008,7 +1012,7 @@ static void ShowDemoWindowWidgets() "\tlock cmpxchg8b eax\n"; static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); @@ -1037,8 +1041,9 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Resize Callback")) { - // If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input. - // See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string. + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type. + // See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); struct Funcs { From 2b10e06555fdffa33a8035ad6e2b285324d40aa2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Zlatan=20Vasovi=C4=87?= Date: Sat, 4 Jan 2020 17:29:51 +0100 Subject: [PATCH 586/687] Fix a typo --- docs/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/README.md b/docs/README.md index e84bd7684..18bab4d7e 100644 --- a/docs/README.md +++ b/docs/README.md @@ -85,7 +85,7 @@ ImGui::End(); Result:
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif) -Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. +Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. ### How it works From 0dd02dd90d3d928816151d2a7c1340ba9ebca9bd Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 Jan 2020 12:41:37 +0100 Subject: [PATCH 587/687] Happy new year! Comments, Replaced pictures, Removed Patreon --- LICENSE.txt | 2 +- docs/FAQ.md | 14 +++++++------- docs/README.md | 20 ++++++-------------- docs/TODO.txt | 4 ++++ imgui.h | 10 +++++++--- 5 files changed, 25 insertions(+), 25 deletions(-) diff --git a/LICENSE.txt b/LICENSE.txt index 3b439aa49..d87639959 100644 --- a/LICENSE.txt +++ b/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2019 Omar Cornut +Copyright (c) 2014-2020 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/docs/FAQ.md b/docs/FAQ.md index a56b79677..11e818245 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -371,23 +371,23 @@ Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand ### Q: How can I use my own math types instead of ImVec2/ImVec4? -You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. -This way you'll be able to use your own types everywhere, e.g. passing MyVector2 or glm::vec2 to ImGui functions instead of ImVec2. +You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions. +This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`. --- ### Q: How can I interact with standard C++ types (such as std::string and std::vector)? - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h). -- To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API -lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. -Prefer using them over the old and awkward Combo()/ListBox() api. +- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API +lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API. +Prefer using them over the old and awkward `Combo()/ListBox()` api. - Generally for most high-level types you should be able to access the underlying data type. You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. -Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. -Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those +Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances. +Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those are not configurable and not the same across implementations. - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern diff --git a/docs/README.md b/docs/README.md index 18bab4d7e..ce4e5bc55 100644 --- a/docs/README.md +++ b/docs/README.md @@ -3,16 +3,12 @@ dear imgui [![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.) +(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.) Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ -Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) - -Individuals/hobbyists: support continued maintenance and development via PayPal: -
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) +Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations. ---- @@ -29,7 +25,7 @@ Dear ImGui is particularly suited to integration in games engine (for tooling), ### Usage -**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily copy and compile into your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.). +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.). **No specific build process is required**. You can add the .cpp files to your existing project. @@ -48,7 +44,7 @@ ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ``` Result: -
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png) +
![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_ Code: @@ -183,16 +179,12 @@ How to help **How can I help financing further development of Dear ImGui?** -Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you! +Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. Thank you! Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ -Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui) - -Individuals/hobbyists: support continued maintenance and development via PayPal: -
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) +Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations. ### Sponsors diff --git a/docs/TODO.txt b/docs/TODO.txt index 7a977f723..57680c1e3 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -29,6 +29,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: investigate better auto-positioning for new windows. - window: top most window flag? (#2574) - window: the size_on_first_use path of Begin() can probably be removed + - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). - window/child: border could be emitted in parent as well. @@ -38,6 +39,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. + - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - scrolling/style: shadows on scrollable areas to denote that there is more contents @@ -159,6 +161,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) + - tabs: TabItem could honor SetNextItemWidth()? - 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? @@ -349,6 +352,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. + - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) diff --git a/imgui.h b/imgui.h index b6931ccec..7e722e8a1 100644 --- a/imgui.h +++ b/imgui.h @@ -1210,7 +1210,7 @@ enum ImGuiMouseCursor_ #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ @@ -1723,9 +1723,13 @@ struct ImGuiStorage // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. struct ImGuiListClipper { - float StartPosY; + int DisplayStart, DisplayEnd; + int ItemsCount; + + // [Internal] + int StepNo; float ItemsHeight; - int ItemsCount, StepNo, DisplayStart, DisplayEnd; + float StartPosY; // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). From 22d7f26e06299bc5492f734b8c18bf7288390c60 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 Jan 2020 12:55:01 +0100 Subject: [PATCH 588/687] Tweak wording Remove Patreon --- docs/FAQ.md | 6 +++--- imgui.cpp | 14 ++++++++------ 2 files changed, 11 insertions(+), 9 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index 11e818245..68b43f73f 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -537,10 +537,10 @@ the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft # Q&A: Community ### Q: How can I help? +- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. +- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help! -- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for Dear ImGui. With increased funding we will be able to hire more people working on this project. -- Individuals: you can also become a [Patron](http://www.patreon.com/imgui) or donate on PayPal! See README. -- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. +- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. diff --git a/imgui.cpp b/imgui.cpp index 144fdd259..b8b4139a4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -11,8 +11,8 @@ // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but I need your support to sustain development and maintenance. -// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. -// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without @@ -775,11 +775,13 @@ CODE ============== Q: How can I help? - A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + - Individuals: you can support continued development via PayPal donations. See README. + - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). From d5819393871f5ae6157437ed3f2c1e4a5894ab57 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 6 Jan 2020 15:21:33 +0100 Subject: [PATCH 589/687] Removed trailing spaces. --- examples/imgui_impl_opengl3.cpp | 2 +- imgui.cpp | 16 ++++++++-------- imgui.h | 4 ++-- imgui_demo.cpp | 6 +++--- imgui_draw.cpp | 2 +- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 4 ++-- 7 files changed, 19 insertions(+), 19 deletions(-) diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 4f3334b23..3a6d889c2 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -157,7 +157,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif - // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) diff --git a/imgui.cpp b/imgui.cpp index b8b4139a4..b8163e62f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -495,7 +495,7 @@ CODE - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. - This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). @@ -775,8 +775,8 @@ CODE ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! - We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt @@ -1354,8 +1354,8 @@ const char* ImStrSkipBlank(const char* str) #ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) -// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS -// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) //#define IMGUI_USE_STB_SPRINTF #ifdef IMGUI_USE_STB_SPRINTF @@ -1480,7 +1480,7 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; ImVector buf; @@ -3875,7 +3875,7 @@ void ImGui::Initialize(ImGuiContext* context) ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } - + #ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type { @@ -10119,7 +10119,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } #endif // #define IMGUI_HAS_DOCK - + // Misc Details if (ImGui::TreeNode("Internal state")) { diff --git a/imgui.h b/imgui.h index 7e722e8a1..6ed2fb5bd 100644 --- a/imgui.h +++ b/imgui.h @@ -677,7 +677,7 @@ namespace ImGui // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate @@ -1178,7 +1178,7 @@ enum ImGuiColorEditFlags_ #endif }; -// Identify a mouse button. +// Identify a mouse button. // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. enum ImGuiMouseButton_ { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6704c20be..1f0a1b19b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -514,7 +514,7 @@ static void ShowDemoWindowWidgets() } { - // To wire InputText() with std::string or any other custom string type, + // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); @@ -991,7 +991,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - // To wire InputText() with std::string or any other custom string type, + // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. if (ImGui::TreeNode("Text Input")) { @@ -1041,7 +1041,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Resize Callback")) { - // To wire InputText() with std::string or any other custom string type, + // To wire InputText() with std::string or any other custom string type, // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type. // See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 5a8477fc9..62cf26910 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -517,7 +517,7 @@ void ImDrawList::PopTextureID() } // Reserve space for a number of vertices and indices. -// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or // submit the intermediate results. PrimUnreserve() can be used to release unused allocations. void ImDrawList::PrimReserve(int idx_count, int vtx_count) { diff --git a/imgui_internal.h b/imgui_internal.h index cf55e53c3..d77a63cd0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -161,7 +161,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #ifdef IMGUI_DEBUG_PARANOID #define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) #else -#define IM_ASSERT_PARANOID(_EXPR) +#define IM_ASSERT_PARANOID(_EXPR) #endif // Error handling @@ -506,7 +506,7 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. - ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 135715ff2..950228028 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5274,7 +5274,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily // allow browsing a tree while preserving selection with code implementing multi-selection patterns. // When clicking on the rest of the tree node we always disallow keyboard modifiers. const float hit_padding_x = style.TouchExtraPadding.x; @@ -5282,7 +5282,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2)) button_flags |= ImGuiButtonFlags_NoKeyModifiers; - + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; From e254167afd3936ac730560c6b85ce4937525f496 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 6 Jan 2020 16:51:48 +0200 Subject: [PATCH 590/687] ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0eecd4148..2acf63041 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -64,6 +64,7 @@ Breaking Changes: Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. +- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 950228028..f11f44bea 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4340,7 +4340,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } From 5e2329b98e6562c9e7883e92dcf878e969d81878 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Tue, 7 Jan 2020 15:32:34 +0200 Subject: [PATCH 591/687] Backends: GL3: Implement glbinding opengl loader support. (#2870) --- docs/CHANGELOG.txt | 1 + examples/README.txt | 4 ++-- examples/example_glfw_opengl3/main.cpp | 8 ++++++++ examples/example_sdl_opengl3/main.cpp | 7 +++++++ examples/imgui_impl_opengl3.cpp | 9 +++++++++ examples/imgui_impl_opengl3.h | 3 +++ 6 files changed, 30 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2acf63041..dc5d43f22 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -79,6 +79,7 @@ Other Changes: automatically use it). [#2919, #2798] - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917). [@bear24rw] +- Examples: Added support for glbindings OpenGL loader. ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index cf92f41b9..f52c90bca 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -198,7 +198,7 @@ example_glfw_opengl2/ GLFW + OpenGL2 example (legacy, fixed pipeline). = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** - **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** + **Prefer using OPENGL3 code (with gl3w/glew/glad/glbindings, you can replace the OpenGL function loader)** This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to make things more complicated, will require your code to reset many OpenGL attributes to their initial @@ -243,7 +243,7 @@ example_sdl_opengl2/ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** - **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** + **Prefer using OPENGL3 code (with gl3w/glew/glad/glbindings, you can replace the OpenGL function loader)** This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to make things more complicated, will require your code to reset many OpenGL attributes to their initial diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index a658ec86b..ef7ddfed9 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -17,6 +17,11 @@ #include // Initialize with glewInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include // Initialize with gladLoadGL() +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) +#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#include // Initialize with glbinding::initialize() +#include +using namespace gl; #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif @@ -74,6 +79,9 @@ int main(int, char**) bool err = glewInit() != GLEW_OK; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) bool err = gladLoadGL() == 0; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) + bool err = false; + glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); }); #else bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. #endif diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index 2220537d5..a0cfe2404 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -19,6 +19,10 @@ #include // Initialize with glewInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include // Initialize with gladLoadGL() +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) +#include // Initialize with glbinding::initialize() +#include +using namespace gl; #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif @@ -69,6 +73,9 @@ int main(int, char**) bool err = glewInit() != GLEW_OK; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) bool err = gladLoadGL() == 0; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) + bool err = false; + glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); }); #else bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. #endif diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 3a6d889c2..9289913ef 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader. // 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. @@ -85,12 +86,14 @@ #undef IMGUI_IMPL_OPENGL_LOADER_GL3W #undef IMGUI_IMPL_OPENGL_LOADER_GLEW #undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #elif defined(__EMSCRIPTEN__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #undef IMGUI_IMPL_OPENGL_LOADER_GL3W #undef IMGUI_IMPL_OPENGL_LOADER_GLEW #undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif @@ -115,6 +118,10 @@ #include // Needs to be initialized with glewInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include // Needs to be initialized with gladLoadGL() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) +#include // Initialize with glbinding::initialize() +#include +using namespace gl; #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif @@ -186,6 +193,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) gl_loader = "GLEW"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) gl_loader = "GLAD"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) + gl_loader = "glbinding"; #else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM gl_loader = "Custom"; #endif diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 4c72ec479..98cefe7d8 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -46,6 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) #if defined(__has_include) #if __has_include() @@ -54,6 +55,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); #define IMGUI_IMPL_OPENGL_LOADER_GLAD #elif __has_include() #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING #else #error "Cannot detect OpenGL loader!" #endif From 32c33c6659902e3472aadbb624518f0037d4f5ab Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 6 Jan 2020 16:15:59 +0200 Subject: [PATCH 592/687] ColorEdit: Preserve last saturation value when V=0. Disable Hue editing lock. This workaround is no longer necessary because preserving hue value prevents it from resetting when it is edited in said condition. --- imgui_internal.h | 1 + imgui_widgets.cpp | 36 ++++++++++++++++++++++++++---------- 2 files changed, 27 insertions(+), 10 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index d77a63cd0..4ea850767 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1121,6 +1121,7 @@ struct ImGuiContext ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSaturation; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips float ColorEditLastColor[3]; ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. bool DragCurrentAccumDirty; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f11f44bea..fcaaa3693 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4222,8 +4222,13 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - f[0] = g.ColorEditLastHue; + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (f[1] == 0) + f[0] = g.ColorEditLastHue; + if (f[2] == 0) + f[1] = g.ColorEditLastSaturation; + } } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4262,16 +4267,15 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); - // Disable Hue edit when Saturation is zero - const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -4354,6 +4358,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { g.ColorEditLastHue = f[0]; + g.ColorEditLastSaturation = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); } @@ -4536,8 +4541,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - H = g.ColorEditLastHue; + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSaturation; + } } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4665,6 +4675,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); g.ColorEditLastHue = H; + g.ColorEditLastSaturation = S; memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) @@ -4719,8 +4730,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. - H = g.ColorEditLastHue; + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSaturation; + } } else if (flags & ImGuiColorEditFlags_InputHSV) { From 1db78b8ca77f4590d68d1e30b2c6a55599248b96 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 7 Jan 2020 21:25:42 +0100 Subject: [PATCH 593/687] Renaming + missing initialization + missing Changelog update. --- docs/CHANGELOG.txt | 13 ++++++++----- imgui_internal.h | 4 ++-- imgui_widgets.cpp | 10 +++++----- 3 files changed, 15 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dc5d43f22..2575da172 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -65,6 +65,9 @@ Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] +- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation + when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since + those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as @@ -75,11 +78,11 @@ Other Changes: - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking - settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might - automatically use it). [#2919, #2798] + settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might + automatically use it). (#2919, #2798) - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed - even if underlying system event loop gets paused due to app nap (#2910, #2917). [@bear24rw] -- Examples: Added support for glbindings OpenGL loader. + even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] +- Examples: Added support for glbindings OpenGL loader. (#2870) [@rokups] ----------------------------------------------------------------------- @@ -164,7 +167,7 @@ Other Changes: - Nav, Scrolling: Added support for Home/End key. (#787) - ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. - ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue - when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups] + when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups] - ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0). diff --git a/imgui_internal.h b/imgui_internal.h index 4ea850767..a618b3dcc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1121,7 +1121,7 @@ struct ImGuiContext ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSaturation; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips float ColorEditLastColor[3]; ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. bool DragCurrentAccumDirty; @@ -1266,7 +1266,7 @@ struct ImGuiContext LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; - ColorEditLastHue = 0.0f; + ColorEditLastHue = ColorEditLastSat = 0.0f; ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index fcaaa3693..1f28f4648 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4227,7 +4227,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (f[1] == 0) f[0] = g.ColorEditLastHue; if (f[2] == 0) - f[1] = g.ColorEditLastSaturation; + f[1] = g.ColorEditLastSat; } } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4358,7 +4358,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { g.ColorEditLastHue = f[0]; - g.ColorEditLastSaturation = f[1]; + g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); } @@ -4546,7 +4546,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (S == 0) H = g.ColorEditLastHue; if (V == 0) - S = g.ColorEditLastSaturation; + S = g.ColorEditLastSat; } } else if (flags & ImGuiColorEditFlags_InputHSV) @@ -4675,7 +4675,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); g.ColorEditLastHue = H; - g.ColorEditLastSaturation = S; + g.ColorEditLastSat = S; memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) @@ -4735,7 +4735,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (S == 0) H = g.ColorEditLastHue; if (V == 0) - S = g.ColorEditLastSaturation; + S = g.ColorEditLastSat; } } else if (flags & ImGuiColorEditFlags_InputHSV) From f9630e60c599f3b97ac31f96d6c13e4d30a502d7 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 7 Jan 2020 21:32:00 +0100 Subject: [PATCH 594/687] Metrics: Fix not being able to expand "ParentWindow" when parent window is same as root window. --- imgui.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index b8163e62f..549ee75e4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -9992,7 +9992,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) return; for (int i = 0; i < windows.Size; i++) + { + ImGui::PushID(windows[i]); Funcs::NodeWindow(windows[i], "Window"); + ImGui::PopID(); + } ImGui::TreePop(); } @@ -10003,7 +10007,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("%s: NULL", label); return; } - bool open = ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); + bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); if (ImGui::IsItemHovered() && window->WasActive) ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!open) From 00c515f51afeafbd6b88d866bf430e42c3658b29 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Thu, 9 Jan 2020 15:39:02 +0200 Subject: [PATCH 595/687] Add glbinding build sample to Makefiles of GL3 examples. (#2870) --- examples/example_glfw_opengl3/Makefile | 4 ++++ examples/example_sdl_opengl3/Makefile | 4 ++++ 2 files changed, 8 insertions(+) diff --git a/examples/example_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile index f72f46691..f0160b194 100644 --- a/examples/example_glfw_opengl3/Makefile +++ b/examples/example_glfw_opengl3/Makefile @@ -41,6 +41,10 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W # SOURCES += ../libs/glad/src/glad.c # CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD +## Using OpenGL loader: glbinding +## (This assumes a system-wide installation) +# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING + ##--------------------------------------------------------------------- ## BUILD FLAGS PER PLATFORM ##--------------------------------------------------------------------- diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile index 12d8b57c1..77140b5ef 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl_opengl3/Makefile @@ -41,6 +41,10 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W # SOURCES += ../libs/glad/src/glad.c # CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD +## Using OpenGL loader: glbinding +## (This assumes a system-wide installation) +# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING + ##--------------------------------------------------------------------- ## BUILD FLAGS PER PLATFORM ##--------------------------------------------------------------------- From 1eb71fc72b4c83c91d2f3d0b91996bf958370ac9 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 Jan 2020 14:34:15 +0100 Subject: [PATCH 596/687] ButtonBehavior: Added ImGuiButtonFlags_PressedOnClickReleaseAnywhere behavior (#2971) Rearranged flags. Added tests in 'widgets_button_press' --- imgui_internal.h | 30 ++++++++++++++++-------------- imgui_widgets.cpp | 20 +++++++++++--------- 2 files changed, 27 insertions(+), 23 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index a618b3dcc..29864f820 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -418,20 +418,22 @@ enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item - ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) - ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) - ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on + ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold }; enum ImGuiSliderFlags_ diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1f28f4648..0afa50b54 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -462,7 +462,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + if ((flags & (ImGuiButtonFlags_PressedOnMask_ & ~ImGuiButtonFlags_PressedOnDragDropHold)) == 0) flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; @@ -507,7 +507,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0]) { SetActiveID(id, window); if (!(flags & ImGuiButtonFlags_NoNavFocus)) @@ -577,7 +577,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) { bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps @@ -5573,12 +5575,12 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; - if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; - if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; - if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; - if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveID; } + if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } if (flags & ImGuiSelectableFlags_Disabled) selected = false; From 4ee7aa72e9fe86c3254f705829686438b5eebeef Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 10 Jan 2020 14:35:03 +0100 Subject: [PATCH 597/687] ButtonBehavior: Default assignment of pressed behavior now also test for ImGuiButtonFlags_PressedOnDragDropHold which wasn't the case before. --- imgui_widgets.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0afa50b54..c7d142cb2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -462,7 +462,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnMask_ & ~ImGuiButtonFlags_PressedOnDragDropHold)) == 0) + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; @@ -5290,6 +5290,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; From ae1e3619f6f81a45a7162d70cba65118fd36c0ec Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Thu, 9 Jan 2020 13:47:42 +0200 Subject: [PATCH 598/687] Disable some PVS studio warnings. V1048: While they are technically correct we want to emphasize assigned values must remain same. --- imgui.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 549ee75e4..f659123e7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4197,7 +4197,7 @@ void ImGui::Render() g.FrameCountRendered = g.FrameCount; // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); @@ -8363,7 +8363,7 @@ static void ImGui::NavUpdate() IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); SetNavID(child_window->ChildId, 0); - g.NavIdIsAlive = false; + g.NavIdIsAlive = false; // -V1048: Reassigning with same value, we're being explicit here. if (g.NavDisableMouseHover) g.NavMousePosDirty = true; } @@ -8453,7 +8453,7 @@ static void ImGui::NavUpdate() { //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; + g.NavInitResultId = 0; // -V1048: Reassigning with same value, we're being explicit here. g.NavDisableHighlight = false; } NavUpdateAnyRequestFlag(); From 97a8dc6514db70112678c4f1972ee65a6ab0281d Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Fri, 10 Jan 2020 17:37:54 +0200 Subject: [PATCH 599/687] CI: Added PVS-Studio static analysis on the continuous-integration server. --- .github/workflows/build.yml | 35 +++++++++++++++++++++++++++++++++++ docs/CHANGELOG.txt | 1 + imgui.cpp | 6 ++++-- 3 files changed, 40 insertions(+), 2 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 265c400dd..856e29f58 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -265,3 +265,38 @@ jobs: run: | source emsdk-master/emsdk_env.sh make -C examples/example_emscripten + + Static-Analysis: + runs-on: ubuntu-18.04 + steps: + - uses: actions/checkout@v1 + with: + fetch-depth: 1 + + - name: Install Dependencies + env: + PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }} + run: | + if [[ "$PVS_STUDIO_LICENSE" != "" ]]; + then + echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic + wget -q https://files.viva64.com/etc/pubkey.txt + sudo apt-key add pubkey.txt + sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list + sudo apt-get update + sudo apt-get install -y pvs-studio + fi + + - name: PVS-Studio static analysis + run: | + if [[ ! -f pvs-studio.lic ]]; + then + echo "PVS Studio license is missing. No analysis will be performed." + echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license." + echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/" + exit 0 + fi + cd examples/example_null + pvs-studio-analyzer trace -- make EXTRA_WARNINGS=1 + pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log + plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2575da172..36d107320 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -77,6 +77,7 @@ Other Changes: - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner] +- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might automatically use it). (#2919, #2798) diff --git a/imgui.cpp b/imgui.cpp index f659123e7..ed6da44d2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8363,7 +8363,8 @@ static void ImGui::NavUpdate() IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); SetNavID(child_window->ChildId, 0); - g.NavIdIsAlive = false; // -V1048: Reassigning with same value, we're being explicit here. + // Reassigning with same value, we're being explicit here. + g.NavIdIsAlive = false; // -V1048 if (g.NavDisableMouseHover) g.NavMousePosDirty = true; } @@ -8453,7 +8454,8 @@ static void ImGui::NavUpdate() { //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; // -V1048: Reassigning with same value, we're being explicit here. + // Reassigning with same value, we're being explicit here. + g.NavInitResultId = 0; // -V1048 g.NavDisableHighlight = false; } NavUpdateAnyRequestFlag(); From f03c00bc89c4ba9b45f4e216d943e1d890dfbac0 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Fri, 10 Jan 2020 19:36:26 +0200 Subject: [PATCH 600/687] Added imgui_single_file.h, We use this to validate compiling all *.cpp in same compilation unit. Removed Unity builds stuff from example_null/. CI builds a temporary .cpp file. --- .github/workflows/build.yml | 25 +++++++++++++++++++------ docs/CHANGELOG.txt | 5 ++++- examples/example_null/Makefile | 9 ++------- examples/example_null/unity_build.cpp | 6 ------ misc/single_file/imgui_single_file.h | 17 +++++++++++++++++ 5 files changed, 42 insertions(+), 20 deletions(-) delete mode 100644 examples/example_null/unity_build.cpp create mode 100644 misc/single_file/imgui_single_file.h diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 856e29f58..04f8f6dcc 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -44,8 +44,13 @@ jobs: - name: Build example_null (extra warnings) run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1 - - name: Build example_null (unity build) - run: mingw32-make -C examples/example_null UNITY_BUILD=1 + - name: Build example_null (single file build) + shell: bash + run: | + echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp + echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp + g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp - name: Build Win32 example_glfw_opengl2 shell: cmd @@ -176,8 +181,12 @@ jobs: make -C examples/example_null clean CXXFLAGS="$CXXFLAGS -m64" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 - - name: Build example_null (unity build) - run: make -C examples/example_null UNITY_BUILD=1 + - name: Build example_null (single file build) + run: | + echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp + echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp + g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 @@ -208,8 +217,12 @@ jobs: - name: Build example_null (extra warnings) run: make -C examples/example_null EXTRA_WARNINGS=1 - - name: Build example_null (unity build) - run: make -C examples/example_null UNITY_BUILD=1 + - name: Build example_null (single file build) + run: | + echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp + echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp + clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp - name: Build example_glfw_opengl2 run: make -C examples/example_glfw_opengl2 diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 36d107320..5f6d16d64 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,11 +68,14 @@ Other Changes: - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] -- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as we will rework the circle rendering functions to use textures and automatic segment count selection, those new api can fill a gap. [@ShironekoBen] +- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp + files in a same compilation unit. Actual users of that technique (also called "Unity builds") + can generally provide this themselves, so we don't really recommend you use this. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 3930eb279..7d39e824f 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -5,13 +5,8 @@ EXE = example_null EXTRA_WARNINGS ?= 0 -UNITY_BUILD ?= 0 -ifeq ($(UNITY_BUILD), 1) - SOURCES = unity_build.cpp -else - SOURCES = main.cpp - SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp -endif +SOURCES = main.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_null/unity_build.cpp b/examples/example_null/unity_build.cpp deleted file mode 100644 index c60400161..000000000 --- a/examples/example_null/unity_build.cpp +++ /dev/null @@ -1,6 +0,0 @@ -// Unity build test - build this example as a single compilation unit. -#include "main.cpp" -#include "../../imgui.cpp" -#include "../../imgui_demo.cpp" -#include "../../imgui_draw.cpp" -#include "../../imgui_widgets.cpp" diff --git a/misc/single_file/imgui_single_file.h b/misc/single_file/imgui_single_file.h new file mode 100644 index 000000000..a556931c3 --- /dev/null +++ b/misc/single_file/imgui_single_file.h @@ -0,0 +1,17 @@ +// imgui_single_file.h +// We use this to validate compiling all *.cpp files in a same compilation unit. +// Users of that technique (also called "Unity builds") can generally provide this themselves, +// so we don't really recommend you use this in your projects. + +// Do this: +// #define IMGUI_IMPLEMENTATION +// Before you include this file in *one* C++ file to create the implementation. +// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. +#include "../../imgui.h" + +#ifdef IMGUI_IMPLEMENTATION +#include "../../imgui.cpp" +#include "../../imgui_demo.cpp" +#include "../../imgui_draw.cpp" +#include "../../imgui_widgets.cpp" +#endif From 4b3c5ff5f158de53c67d966b6f65c03bfca2c23f Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 11 Jan 2020 15:35:39 +0100 Subject: [PATCH 601/687] Comments + minor moving --- imgui_demo.cpp | 14 +++++++------- imgui_internal.h | 18 +++++++++--------- misc/README.txt | 6 ++++++ 3 files changed, 22 insertions(+), 16 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1f0a1b19b..b0e0d3477 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -7,11 +7,11 @@ // your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, // likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). -// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be linked, // you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. // In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, -// -Your beloved friend, imgui_demo.cpp (that you won't delete) +// -Your beloved friend, imgui_demo.cpp (which you won't delete) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is @@ -21,13 +21,13 @@ // reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data // you would be editing is likely going to be stored outside your functions. -// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// The Demo code in this file is designed to be easy to copy-and-paste in into your application! // Because of this: // - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. -// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). -// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, -// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS. +// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. // Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -97,7 +97,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif -// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. +// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) #ifdef _WIN32 #define IM_NEWLINE "\r\n" #else diff --git a/imgui_internal.h b/imgui_internal.h index 29864f820..96ff585f9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -920,7 +920,7 @@ struct ImGuiNextWindowData ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd() }; enum ImGuiNextItemDataFlags_ @@ -1035,7 +1035,7 @@ struct ImGuiContext ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - // Navigation data (for gamepad/keyboard) + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() @@ -1076,7 +1076,7 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + // Legacy Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* FocusRequestCurrWindow; // ImGuiWindow* FocusRequestNextWindow; // int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) @@ -1085,6 +1085,10 @@ struct ImGuiContext int FocusRequestNextCounterTab; // " bool FocusTabPressed; // + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; @@ -1133,10 +1137,6 @@ struct ImGuiContext int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined - // Range-Select/Multi-Select - // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] - ImGuiID MultiSelectScopeId; - // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor ImVec2 PlatformImeLastPos; @@ -1247,6 +1247,8 @@ struct ImGuiContext FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; FocusTabPressed = false; + MultiSelectScopeId = 0; + DimBgRatio = 0.0f; BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging @@ -1276,8 +1278,6 @@ struct ImGuiContext ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; - MultiSelectScopeId = 0; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); SettingsLoaded = false; diff --git a/misc/README.txt b/misc/README.txt index be3af5ae5..869000893 100644 --- a/misc/README.txt +++ b/misc/README.txt @@ -16,3 +16,9 @@ misc/natvis/ Natvis file to describe dear imgui types in the Visual Studio debugger. With this, types like ImVector<> will be displayed nicely in the debugger. You can include this file a Visual Studio project file, or install it in Visual Studio folder. + +misc/single_file/ + Single-file header stub. + We use this to validate compiling all *.cpp files in a same compilation unit. + Users of that technique (also called "Unity builds") can generally provide this themselves, + so we don't really recommend you use this in your projects. From ff5299e0e030b9b769ff3b069a924001c6a84feb Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 12 Jan 2020 21:51:40 +0100 Subject: [PATCH 602/687] Docs: FAQ, Comments. --- docs/CHANGELOG.txt | 32 +++++++++++++ docs/FAQ.md | 107 +++++++++++++++++++++++--------------------- examples/README.txt | 2 + imgui.cpp | 59 ++++++++++++------------ imgui.h | 18 ++++++-- imgui_demo.cpp | 7 +++ 6 files changed, 139 insertions(+), 86 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5f6d16d64..cf9c1327b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -93,6 +93,8 @@ Other Changes: VERSION 1.74 (Released 2019-11-25) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74 + Breaking Changes: - Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed @@ -166,6 +168,8 @@ Other Changes: VERSION 1.73 (Released 2019-09-24) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73 + Other Changes: - Nav, Scrolling: Added support for Home/End key. (#787) @@ -226,6 +230,8 @@ Other Changes: VERSION 1.72b (Released 2019-07-31) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b + Other Changes: - Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when @@ -241,6 +247,8 @@ Other Changes: VERSION 1.72 (Released 2019-07-27) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72 + Breaking Changes: - Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): - ImGuiCol_Column*, ImGuiSetCond_* enums. @@ -322,6 +330,8 @@ Other Changes: VERSION 1.71 (Released 2019-06-12) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71 + Breaking Changes: - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). @@ -402,6 +412,8 @@ Other Changes: VERSION 1.70 (Released 2019-05-06) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70 + Breaking Changes: - ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, @@ -489,6 +501,8 @@ Other Changes: VERSION 1.69 (Released 2019-03-13) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69 + Breaking Changes: - Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively @@ -565,6 +579,8 @@ Other Changes: VERSION 1.68 (Released 2019-02-19) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68 + Breaking Changes: - Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). @@ -633,6 +649,8 @@ Other Changes: VERSION 1.67 (Released 2019-01-14) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67 + Breaking Changes: - Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable @@ -696,6 +714,8 @@ Other Changes: VERSION 1.66b (Released 2018-12-01) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b + Other Changes: - Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() @@ -713,6 +733,8 @@ Other Changes: VERSION 1.66 (Released 2018-11-22) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66 + Breaking Changes: - Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). @@ -772,6 +794,8 @@ Other Changes: VERSION 1.65 (Released 2018-09-06) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65 + Breaking Changes: - Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and @@ -796,6 +820,8 @@ Other Changes: VERSION 1.64 (Released 2018-08-31) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64 + Changes: - Moved README, CHANGELOG and TODO files to the docs/ folder. @@ -818,6 +844,8 @@ Changes: VERSION 1.63 (Released 2018-08-29) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63 + Breaking Changes: - Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. @@ -910,6 +938,8 @@ Other Changes: VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62 + Breaking Changes: - TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. @@ -989,6 +1019,8 @@ Other Changes: VERSION 1.61 (Released 2018-05-14) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61 + Breaking Changes: - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally diff --git a/docs/FAQ.md b/docs/FAQ.md index 68b43f73f..3216a5246 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -12,21 +12,16 @@ or view this file with any Markdown viewer. | **Q&A: Basics** | :---------------------------------------------------------- | | [Where is the documentation?](#q-where-is-the-documentation) | +| [What is this library called?](#q-what-is-this-library-called) | | [Which version should I get?](#q-which-version-should-i-get) | -| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-the-names-dear-imgui-vs-imgui) | -| **Q&A: Concerns** | -| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | -| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | -| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) | -| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | | **Q&A: Integration** | -| [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) | +| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** | | [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | | [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | | [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | **Q&A: Usage** | -| [Why are multiple widgets reacting when I interact with a single one?
How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) | +| **[Why are multiple widgets reacting when I interact with a single one?
How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** | | [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | @@ -36,6 +31,11 @@ or view this file with any Markdown viewer. | [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | | [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) | | [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) | +| **Q&A: Concerns** | +| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | +| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | +| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) | +| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | | **Q&A: Community** | | [How can I help?](#q-how-can-i-help) | @@ -50,61 +50,31 @@ or view this file with any Markdown viewer. - See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). - The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links. - The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. +- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. +- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts. + +--- + +### Q. What is this library called? + +**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI). + +(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library. --- ### Q: Which version should I get? I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. -You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: -- [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109) +You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking features](https://github.com/ocornut/imgui/issues/2109) - [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) Many projects are using this branch and it is kept in sync with master regularly. --- -### Q: Why the names "Dear ImGui" vs "ImGui"? - -**TL;DR: Please refer to this library as "Dear ImGui".** - -The library started its life as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. - -##### [Return to Index](#index) - - -# Q&A: Concerns - -### Q: Who uses Dear ImGui? - -You may take a look at: - -- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) -- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) -- [Gallery](https://github.com/ocornut/imgui/issues/2847) - -### Q: Can you create elaborate/serious tools with Dear ImGui? - -Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. - -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. - -Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. - -### Q: Can you reskin the look of Dear ImGui? - -Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. - -A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)) -![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) - -### Q: Why using C++ (as opposed to C)? - -Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. - -There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. - ##### [Return to Index](#index) @@ -365,7 +335,7 @@ void* my_void_ptr; my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* ``` -Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. +Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. --- @@ -534,6 +504,41 @@ the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft ##### [Return to Index](#index) + +# Q&A: Concerns + +### Q: Who uses Dear ImGui? + +You may take a look at: + +- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) +- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) +- [Gallery](https://github.com/ocornut/imgui/issues/2847) + +### Q: Can you create elaborate/serious tools with Dear ImGui? + +Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. + +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. + +Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. + +### Q: Can you reskin the look of Dear ImGui? + +Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. + +A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)) +![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) + +### Q: Why using C++ (as opposed to C)? + +Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. + +There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. + +##### [Return to Index](#index) + + # Q&A: Community ### Q: How can I help? diff --git a/examples/README.txt b/examples/README.txt index f52c90bca..a2655da6b 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -35,6 +35,8 @@ You can find binaries of some of those example applications at: MISC COMMENTS AND SUGGESTIONS --------------------------------------- + - Read FAQ at http://dearimgui.org/faq + - Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. Please read the comments and instruction at the top of each file. diff --git a/imgui.cpp b/imgui.cpp index ed6da44d2..c9ca32a34 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,12 +1,19 @@ // dear imgui, v1.75 WIP // (main code and documentation) -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui -// Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -155,8 +162,9 @@ CODE GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. - Add the Dear ImGui source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. @@ -176,7 +184,7 @@ CODE // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -597,37 +605,17 @@ CODE - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + Q: What is this library called? Q: Which version should I get? - Q: Why the names "Dear ImGui" vs "ImGui"? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.org/faq - Q&A: Concerns - ============= - - Q: Who uses Dear ImGui? - Q: Can you create elaborate/serious tools with Dear ImGui? - Q: Can you reskin the look of Dear ImGui? - Q: Why using C++ (as opposed to C)? - >> See https://www.dearimgui.org/faq - Q&A: Integration ================ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? - A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). - Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. - This is because imgui needs to detect that you clicked in the void to unfocus its own windows. - Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). - It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. - Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also - perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). - Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically - have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs - were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) @@ -771,6 +759,15 @@ CODE Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? >> See https://www.dearimgui.org/faq and docs/FONTS.txt + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + Q&A: Community ============== diff --git a/imgui.h b/imgui.h index 6ed2fb5bd..57d0511c1 100644 --- a/imgui.h +++ b/imgui.h @@ -1,10 +1,20 @@ // dear imgui, v1.75 WIP // (headers) -// See imgui.cpp file for documentation. -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/2847 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues /* diff --git a/imgui_demo.cpp b/imgui_demo.cpp index b0e0d3477..5ccebef22 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,6 +1,13 @@ // dear imgui, v1.75 WIP // (demo code) +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get latest version at https://github.com/ocornut/imgui + // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: // Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders // will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of From f56962cb9a371d8b124a145cee8e20d74da175f4 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Jan 2020 14:09:42 +0100 Subject: [PATCH 603/687] ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x' + both with/without alpha when available. --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 11 +++++++---- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index cf9c1327b..782f5be24 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,8 @@ Other Changes: - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] +- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. +- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as we will rework the circle rendering functions to use textures and automatic segment count diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c7d142cb2..4f3c6fa79 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5022,12 +5022,15 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); - if (flags & ImGuiColorEditFlags_NoAlpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); - else - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); if (Selectable(buf)) SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } EndPopup(); } From 52334ad8df3325d01a7597c4306d8b4cc8016a4f Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Jan 2020 15:04:28 +0100 Subject: [PATCH 604/687] Internals: Minor ordering/comments of ImGuiWindowTempData. --- imgui.cpp | 2 +- imgui_internal.h | 37 +++++++++++++++++++++++-------------- imgui_widgets.cpp | 6 +++--- 3 files changed, 27 insertions(+), 18 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c9ca32a34..8e6527a2d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5859,7 +5859,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeMayJumpToParentOnPopMask = 0x00; + window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); diff --git a/imgui_internal.h b/imgui_internal.h index 96ff585f9..4e5b35bc7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1310,6 +1310,7 @@ struct ImGuiContext // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { + // Layout ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. @@ -1318,27 +1319,38 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; // Current tree depth. - ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + + // Last item status ImGuiID LastItemId; // ID for last item ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) ImRect LastItemRect; // Interaction rect for last item ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + + // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiColumns* CurrentColumns; // Current columns set ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) int FocusCounterTab; // (same, but only count widgets which you can Tab through) + // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window @@ -1349,29 +1361,31 @@ struct IMGUI_API ImGuiWindowTempData ImVectorGroupStack; short StackSizesBackup[6]; // Store size of various stacks for asserting - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 GroupOffset; - ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImGuiColumns* CurrentColumns; // Current columns set - ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - TreeDepth = 0; - TreeMayJumpToParentOnPopMask = 0x00; + Indent = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); NavHideHighlightOneFrame = false; NavHasScroll = false; + MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); + TreeDepth = 0; + TreeJumpToParentOnPopMask = 0x00; StateStorage = NULL; + CurrentColumns = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; FocusCounterAll = FocusCounterTab = -1; @@ -1379,11 +1393,6 @@ struct IMGUI_API ImGuiWindowTempData ItemWidth = 0.0f; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); - - Indent = ImVec1(0.0f); - GroupOffset = ImVec1(0.0f); - ColumnsOffset = ImVec1(0.0f); - CurrentColumns = NULL; } }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 4f3c6fa79..3c0a5d8e9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5269,7 +5269,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5442,12 +5442,12 @@ void ImGui::TreePop() // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); From 02c2d18aa3be3be2a7762a90c3c6d275e7ea51c3 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Jan 2020 15:21:37 +0100 Subject: [PATCH 605/687] Internals: Renaming and marking of legacy focus/tabbing system --- imgui.cpp | 40 ++++++++++++++++++++-------------------- imgui_internal.h | 20 ++++++++++---------- imgui_widgets.cpp | 2 +- 3 files changed, 31 insertions(+), 31 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 8e6527a2d..8146459e1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3080,24 +3080,24 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterAll++; + window->DC.FocusCounterRegular++; if (is_tab_stop) - window->DC.FocusCounterTab++; + window->DC.FocusCounterTabStop++; // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) { g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. } // Handle focus requests if (g.FocusRequestCurrWindow == window) { - if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) return true; - if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) { g.NavJustTabbedId = id; return true; @@ -3113,8 +3113,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) void ImGui::FocusableItemUnregister(ImGuiWindow* window) { - window->DC.FocusCounterAll--; - window->DC.FocusCounterTab--; + window->DC.FocusCounterRegular--; + window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3767,26 +3767,26 @@ void ImGui::NewFrame() // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterAll = INT_MAX; + g.FocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); else - g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; } // Turn queued focus request into current one g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; if (g.FocusRequestNextWindow != NULL) { ImGuiWindow* window = g.FocusRequestNextWindow; g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) - g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); - if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) - g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -5850,7 +5850,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.ChildWindows.resize(0); window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; + window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -6904,8 +6904,8 @@ void ImGui::SetKeyboardFocusHere(int offset) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; - g.FocusRequestNextCounterTab = INT_MAX; + g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.FocusRequestNextCounterTabStop = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -8059,7 +8059,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTab; + g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } diff --git a/imgui_internal.h b/imgui_internal.h index 4e5b35bc7..505653826 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1076,13 +1076,13 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - // Legacy Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) + // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* FocusRequestCurrWindow; // ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterAll; // Stored for next frame - int FocusRequestNextCounterTab; // " + int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterRegular; // Stored for next frame + int FocusRequestNextCounterTabStop; // " bool FocusTabPressed; // // Range-Select/Multi-Select @@ -1243,8 +1243,8 @@ struct ImGuiContext NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; - FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; + FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; FocusTabPressed = false; MultiSelectScopeId = 0; @@ -1347,8 +1347,8 @@ struct IMGUI_API ImGuiWindowTempData ImGuiColumns* CurrentColumns; // Current columns set ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTab; // (same, but only count widgets which you can Tab through) + int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -1387,7 +1387,7 @@ struct IMGUI_API ImGuiWindowTempData StateStorage = NULL; CurrentColumns = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - FocusCounterAll = FocusCounterTab = -1; + FocusCounterRegular = FocusCounterTabStop = -1; ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3c0a5d8e9..5453d84c9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3458,7 +3458,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state = &g.InputTextState; const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; From e2eb0b4bc48b7644e09fb2ce9d569255a3553e93 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 13 Jan 2020 15:36:24 +0100 Subject: [PATCH 606/687] Internals: Begin tries to setup WindowTemp/DC members in same order as their declaration. Readme: remove Coverity banner (PVS is better) --- docs/README.md | 1 - imgui.cpp | 23 ++++++++++++++--------- imgui_internal.h | 2 +- imgui_widgets.cpp | 10 +++++----- 4 files changed, 20 insertions(+), 16 deletions(-) diff --git a/docs/README.md b/docs/README.md index ce4e5bc55..97b7812c1 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,7 +1,6 @@ dear imgui ===== [![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) -[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) (This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.) diff --git a/imgui.cpp b/imgui.cpp index 8146459e1..7fcaea294 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5533,8 +5533,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowPadding = style.WindowPadding; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing @@ -5842,27 +5840,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.MenuBarAppending = false; + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.CurrentColumns = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeJumpToParentOnPopMask = 0x00; - window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) { diff --git a/imgui_internal.h b/imgui_internal.h index 505653826..d3cfabe7d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1340,6 +1340,7 @@ struct IMGUI_API ImGuiWindowTempData // Miscellaneous bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement int TreeDepth; // Current tree depth. ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; @@ -1460,7 +1461,6 @@ struct IMGUI_API ImGuiWindow int LastFrameActive; // Last frame number the window was Active. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; - ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5453d84c9..a6d1dfd21 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6172,11 +6172,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { // Menu inside a menu popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); - RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); @@ -6320,17 +6320,17 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo else { ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame + float w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); if (shortcut_size.x > 0.0f) { PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + RenderCheckMark(pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); From 4f7bf7e96a83030000e76fdcd281fa1e2619115d Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 14 Jan 2020 14:58:32 +0100 Subject: [PATCH 607/687] Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. (#2716) --- docs/CHANGELOG.txt | 4 ++++ examples/imgui_impl_win32.cpp | 21 +++++++++++++++------ examples/imgui_impl_win32.h | 8 ++++++-- 3 files changed, 25 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 782f5be24..ae1288532 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -82,6 +82,10 @@ Other Changes: - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner] +- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all + XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, + the later may be problematic if compiling with recent Windows SDK and you want your app to run + on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index ffe1e8bf7..140e1e4b4 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -13,11 +13,22 @@ #define WIN32_LEAN_AND_MEAN #endif #include -#include #include +// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +#else +#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT +#endif +#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) +#pragma comment(lib, "xinput") +//#pragma comment(lib, "Xinput9_1_0") +#endif + // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. @@ -40,7 +51,7 @@ // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // Win32 Data -static HWND g_hWnd = 0; +static HWND g_hWnd = NULL; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; @@ -149,13 +160,10 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MousePos = ImVec2((float)pos.x, (float)pos.y); } -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - // Gamepad navigation mapping static void ImGui_ImplWin32_UpdateGamepads() { +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) @@ -198,6 +206,7 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_BUTTON #undef MAP_ANALOG } +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD } void ImGui_ImplWin32_NewFrame() diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index 761618605..93dc75a03 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -13,9 +13,13 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); +// Configuration: Disable gamepad support or linking with xinput.lib +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT + // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. // Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. -/* +#if 0 IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ +#endif From 2ebe08be40da88eada47a8c2a5ba6f6c93e91acb Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 14 Jan 2020 19:23:50 +0100 Subject: [PATCH 608/687] Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose. FocusScopeId is tracked by nav scoring/request and stored in result. It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?). Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling. --- imgui.cpp | 51 ++++++++++++++++++++++++++++------------------- imgui_internal.h | 45 ++++++++++++++++++++--------------------- imgui_widgets.cpp | 8 ++++---- 3 files changed, 57 insertions(+), 47 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7fcaea294..c7e7a3c60 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2752,19 +2752,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } -void ImGui::SetNavID(ImGuiID id, int nav_layer) +// FIXME-NAV: Refactor those functions into a single, more explicit one. +void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow); IM_ASSERT(nav_layer == 0 || nav_layer == 1); g.NavId = id; + g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; } -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer); + SetNavID(id, nav_layer, focus_scope_id); g.NavWindow->NavRectRel[nav_layer] = rect_rel; g.NavMousePosDirty = true; g.NavDisableHighlight = false; @@ -2809,13 +2811,15 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); - // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; if (g.NavWindow != window) g.NavInitRequest = false; - g.NavId = id; g.NavWindow = window; + g.NavId = id; g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (window->DC.LastItemId == id) window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); @@ -5845,6 +5849,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavFocusScopeIdCurrent = 0; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); @@ -6047,6 +6052,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavMousePosDirty = true; g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); @@ -8039,21 +8045,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con #endif if (new_best) { - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) { result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } } @@ -8063,6 +8070,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con { g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) @@ -8153,10 +8161,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer) g.NavLayer = layer; if (layer == 0) g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); - if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + ImGuiWindow* window = g.NavWindow; + if (layer == 0 && window->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); else - ImGui::NavInitWindow(g.NavWindow, true); + ImGui::NavInitWindow(window, true); } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -8179,7 +8188,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer); + SetNavID(0, g.NavLayer, 0); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8189,6 +8198,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; } } @@ -8295,9 +8305,9 @@ static void ImGui::NavUpdate() // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); else - SetNavID(g.NavInitResultId, g.NavLayer); + SetNavID(g.NavInitResultId, g.NavLayer, 0); g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; } g.NavInitRequest = false; @@ -8364,7 +8374,7 @@ static void ImGui::NavUpdate() ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0); + SetNavID(child_window->ChildId, 0, 0); // Reassigning with same value, we're being explicit here. g.NavIdIsAlive = false; // -V1048 if (g.NavDisableMouseHover) @@ -8386,7 +8396,7 @@ static void ImGui::NavUpdate() // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + g.NavId = g.NavFocusScopeId = 0; } } @@ -8506,7 +8516,7 @@ static void ImGui::NavUpdate() float pad = window->CalcFontSize() * 0.5f; window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); - g.NavId = 0; + g.NavId = g.NavFocusScopeId = 0; } g.NavMoveFromClampedRefRect = false; } @@ -8586,9 +8596,10 @@ static void ImGui::NavUpdateMoveResult() { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; - g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + } - SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); g.NavMoveFromClampedRefRect = false; } diff --git a/imgui_internal.h b/imgui_internal.h index d3cfabe7d..894519b28 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -877,16 +877,16 @@ struct ImDrawDataBuilder struct ImGuiNavMoveResult { - ImGuiID ID; // Best candidate - ImGuiID SelectScopeId;// Best candidate window current selectable group ID - ImGuiWindow* Window; // Best candidate window - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space + ImGuiWindow* Window; // Best candidate window + ImGuiID ID; // Best candidate ID + ImGuiID FocusScopeId; // Best candidate focus scope ID + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space ImGuiNavMoveResult() { Clear(); } - void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; enum ImGuiNextWindowDataFlags_ @@ -920,7 +920,7 @@ struct ImGuiNextWindowData ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } // Also cleared by ItemAdd() + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; enum ImGuiNextItemDataFlags_ @@ -933,12 +933,13 @@ enum ImGuiNextItemDataFlags_ struct ImGuiNextItemData { ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth(). - bool OpenVal; // Set by SetNextItemOpen() function. + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! }; //----------------------------------------------------------------------------- @@ -1038,13 +1039,15 @@ struct ImGuiContext // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. @@ -1085,10 +1088,6 @@ struct ImGuiContext int FocusRequestNextCounterTabStop; // " bool FocusTabPressed; // - // Range-Select/Multi-Select - // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] - ImGuiID MultiSelectScopeId; - // Render ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user ImDrawDataBuilder DrawDataBuilder; @@ -1218,8 +1217,8 @@ struct ImGuiContext LastActiveIdTimer = 0.0f; NavWindow = NULL; - NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavInputSource = ImGuiInputSource_None; NavScoringRectScreen = ImRect(); NavScoringCount = 0; @@ -1247,8 +1246,6 @@ struct ImGuiContext FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; FocusTabPressed = false; - MultiSelectScopeId = 0; - DimBgRatio = 0.0f; BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging @@ -1334,6 +1331,7 @@ struct IMGUI_API ImGuiWindowTempData int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1378,6 +1376,7 @@ struct IMGUI_API ImGuiWindowTempData NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavFocusScopeIdCurrent = 0; NavHideHighlightOneFrame = false; NavHasScroll = false; @@ -1701,8 +1700,8 @@ namespace ImGui IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel); // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a6d1dfd21..95483e2f8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5312,9 +5312,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; if (!is_leaf) { - bool toggled = false; if (pressed) { if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) @@ -5444,7 +5444,7 @@ void ImGui::TreePop() if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer); + SetNavID(window->IDStack.back(), g.NavLayer, 0); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; @@ -5600,7 +5600,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } } if (pressed) @@ -6077,7 +6077,7 @@ void ImGui::EndMenuBar() const ImGuiNavLayer layer = ImGuiNavLayer_Menu; IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; From f6d6880a61c3a3139fabcb63541b0339f8fa432b Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 14 Jan 2020 20:34:26 +0100 Subject: [PATCH 609/687] Internals: Nav: PushFocusScope, PopFocusScope, GetFocusScopeID() helpers --- imgui.cpp | 16 ++++++++++++++++ imgui_internal.h | 5 +++++ 2 files changed, 21 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index c7e7a3c60..50cdf4ee8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6909,6 +6909,22 @@ void ImGui::ActivateItem(ImGuiID id) g.NavNextActivateId = id; } +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); + window->IDStack.pop_back(); +} + void ImGui::SetKeyboardFocusHere(int offset) { IM_ASSERT(offset >= -1); // -1 is allowed but not below diff --git a/imgui_internal.h b/imgui_internal.h index 894519b28..a19c1811c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1703,6 +1703,11 @@ namespace ImGui IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel); + // Focus scope (WIP) + IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. + IMGUI_API void PopFocusScope(); + inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } + // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } From 9ad4c5da7e2806f47fb08cbfa050b1ed3e768fbe Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 15 Jan 2020 17:23:05 +0100 Subject: [PATCH 610/687] Fix zealous warnings + Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) --- imgui.cpp | 14 +++++++------- imgui.h | 2 +- imgui_demo.cpp | 5 +++-- imgui_internal.h | 10 +++++----- imgui_widgets.cpp | 4 ++-- 5 files changed, 18 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 50cdf4ee8..a9e2dd7a5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2753,7 +2753,7 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) } // FIXME-NAV: Refactor those functions into a single, more explicit one. -void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id) +void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow); @@ -2763,7 +2763,7 @@ void ImGui::SetNavID(ImGuiID id, int nav_layer, int focus_scope_id) g.NavWindow->NavLastIds[nav_layer] = id; } -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel) +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; SetNavID(id, nav_layer, focus_scope_id); @@ -2958,10 +2958,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakID) + if (id == g.DebugItemPickerBreakId) { IM_DEBUG_BREAK(); - g.DebugItemPickerBreakID = 0; + g.DebugItemPickerBreakId = 0; } #endif } @@ -3060,7 +3060,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); - if (g.DebugItemPickerBreakID == id) + if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); return true; @@ -3840,7 +3840,7 @@ void ImGui::NewFrame() void ImGui::UpdateDebugToolItemPicker() { ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakID = 0; + g.DebugItemPickerBreakId = 0; if (g.DebugItemPickerActive) { const ImGuiID hovered_id = g.HoveredIdPreviousFrame; @@ -3849,7 +3849,7 @@ void ImGui::UpdateDebugToolItemPicker() g.DebugItemPickerActive = false; if (ImGui::IsMouseClicked(0) && hovered_id) { - g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } ImGui::SetNextWindowBgAlpha(0.60f); diff --git a/imgui.h b/imgui.h index 57d0511c1..c2cde0d21 100644 --- a/imgui.h +++ b/imgui.h @@ -2228,10 +2228,10 @@ struct ImFont short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - bool DirtyLookupTables; // 1 // out // // Methods IMGUI_API ImFont(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 5ccebef22..8e9137e7b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3431,8 +3431,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { // Display all glyphs of the fonts in separate pages of 256 characters diff --git a/imgui_internal.h b/imgui_internal.h index a19c1811c..ea5accfc7 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -430,7 +430,7 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveID = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold @@ -1160,7 +1160,7 @@ struct ImGuiContext // Debug Tools bool DebugItemPickerActive; - ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1289,7 +1289,7 @@ struct ImGuiContext LogDepthToExpand = LogDepthToExpandDefault = 2; DebugItemPickerActive = false; - DebugItemPickerBreakID = 0; + DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -1700,8 +1700,8 @@ namespace ImGui IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer, int focus_scope_id); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, int focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus scope (WIP) IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 95483e2f8..cf437c7e1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -517,7 +517,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) { pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveID) + if (flags & ImGuiButtonFlags_NoHoldingActiveId) ClearActiveID(); else SetActiveID(id, window); // Hold on ID @@ -5580,7 +5580,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveID; } + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } From aa34681652c557ce7cbeb6b9e9067d7af3062454 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 17 Jan 2020 11:36:56 +0100 Subject: [PATCH 611/687] Backends: GLFW: inhibit error callback when creating cursors because X11 setups may be missing them + comment (#2980) --- examples/imgui_impl_glfw.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 142b64092..2182efb80 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. @@ -175,6 +176,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); #endif + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); @@ -191,6 +197,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif + glfwSetErrorCallback(prev_error_callback); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. g_PrevUserCallbackMousebutton = NULL; From 6c00d1916e854d6605dd4474a188ad3393117504 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Molinari?= Date: Sun, 29 Dec 2019 15:39:49 +0100 Subject: [PATCH 612/687] Disable format checks when using stb_sprintf.h STB sprintf allows extra formats like %b or %$d. If ImGui is configured to use STB sprintf, it generates warnings with GCC and clang when using such formats because it keeps applying default printf-style warnings. This commit disables printf-style warnings when using STB sprintf. Since the printf-style warnings are defined in imgui.h based on the compiler, IMGUI_USE_STB_SPRINTF can't just be defined in the cpp file anymore and it's been moved as a proper config in imconfig.h. --- docs/CHANGELOG.txt | 2 ++ imconfig.h | 4 ++++ imgui.cpp | 1 - imgui.h | 2 +- 4 files changed, 7 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ae1288532..11e4fdf03 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -75,6 +75,8 @@ Other Changes: we will rework the circle rendering functions to use textures and automatic segment count selection, those new api can fill a gap. [@ShironekoBen] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Disable format checks when using stb_printf, to allow using extra formats. + Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] - Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp files in a same compilation unit. Actual users of that technique (also called "Unity builds") can generally provide this themselves, so we don't really recommend you use this. [@rokups] diff --git a/imconfig.h b/imconfig.h index c4f7891e6..6724e40fe 100644 --- a/imconfig.h +++ b/imconfig.h @@ -53,6 +53,10 @@ //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. +// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* diff --git a/imgui.cpp b/imgui.cpp index a9e2dd7a5..09a315ccc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1354,7 +1354,6 @@ const char* ImStrSkipBlank(const char* str) // You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) -//#define IMGUI_USE_STB_SPRINTF #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION #include "stb_sprintf.h" diff --git a/imgui.h b/imgui.h index c2cde0d21..1245ab1b1 100644 --- a/imgui.h +++ b/imgui.h @@ -76,7 +76,7 @@ Index of this file: #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#if defined(__clang__) || defined(__GNUC__) +#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else From 2478dbfdb7a3b5d10738f16128e5a7afd5d429e1 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 17 Jan 2020 14:18:16 +0100 Subject: [PATCH 613/687] Disable warning C5054 introduced in VS 2019 16.2 (#2983) --- imgui.cpp | 3 +++ imgui_widgets.cpp | 7 +++++-- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 09a315ccc..6ef20da82 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -812,6 +812,9 @@ CODE #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index cf437c7e1..124594db8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -47,8 +47,11 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything From e499497ec547616e70c0cfdd59f3a1c681d503e2 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 17 Jan 2020 14:56:56 +0100 Subject: [PATCH 614/687] Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends. (#2976) Even if realistically it is difficult to make good use of under Windows. + Style editor: Use a more explicit form of RadioButton() to avoid being depending on underlying flags type. (#2983) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_win32.cpp | 3 ++- imgui_demo.cpp | 6 +++--- 3 files changed, 7 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 11e4fdf03..a3e03316b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -88,6 +88,8 @@ Other Changes: XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) +- Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends, + even if realistically it is difficult to make good use of under Windows. - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 140e1e4b4..189f6d3b2 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -28,6 +28,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-01-17: Inputs: Added support for io.KeySuper (Windows key) for consistency with other backends, even if realistically it is difficult to make good use of under Windows. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). @@ -229,7 +230,7 @@ void ImGui_ImplWin32_NewFrame() io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; + io.KeySuper = ((::GetKeyState(VK_LWIN) | ::GetKeyState(VK_RWIN)) & 0x8000) != 0; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8e9137e7b..ec8c142f7 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3374,9 +3374,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; - ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); - ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); - ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine(); + if (ImGui::RadioButton("Opaque", alpha_flags == 0)) { alpha_flags = 0; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); From 8bcac7d95caa7e3b960b7bf7c3bcda4ecfe4541f Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 17 Jan 2020 15:18:33 +0100 Subject: [PATCH 615/687] Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976) --- docs/CHANGELOG.txt | 6 ++++-- examples/imgui_impl_glfw.cpp | 4 ++++ examples/imgui_impl_sdl.cpp | 4 ++++ examples/imgui_impl_win32.cpp | 3 +-- 4 files changed, 13 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a3e03316b..11afd5e41 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -84,12 +84,14 @@ Other Changes: - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner] +- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can + correctly report the key release in every cases (e.g. when using Win+V) causing problems with some + widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult + and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976) - Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) -- Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends, - even if realistically it is difficult to make good use of under Windows. - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 2182efb80..c496232cb 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -122,7 +122,11 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; +#ifdef _WIN32 + io.KeySuper = false; +#else io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +#endif } void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 8a295aaae..32722bf62 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -115,7 +115,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +#ifdef _WIN32 + io.KeySuper = false; +#else io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); +#endif return true; } } diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 189f6d3b2..140e1e4b4 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -28,7 +28,6 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2020-01-17: Inputs: Added support for io.KeySuper (Windows key) for consistency with other backends, even if realistically it is difficult to make good use of under Windows. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). @@ -230,7 +229,7 @@ void ImGui_ImplWin32_NewFrame() io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = ((::GetKeyState(VK_LWIN) | ::GetKeyState(VK_RWIN)) & 0x8000) != 0; + io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position From 15c6abe4bea4da14900fe53fa13ea2eb9133df32 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 Jan 2020 11:48:17 +0100 Subject: [PATCH 616/687] Internals: Standard math functions default redirection uses a define instead of an extraneous inline function call --- imgui_internal.h | 29 ++++++++++++++--------------- 1 file changed, 14 insertions(+), 15 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index ea5accfc7..80453c958 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -297,22 +297,21 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* // Helpers: Maths // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS -static inline float ImFabs(float x) { return fabsf(x); } -static inline float ImSqrt(float x) { return sqrtf(x); } -static inline float ImPow(float x, float y) { return powf(x, y); } -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImFmod(float x, float y) { return fmodf(x, y); } -static inline double ImFmod(double x, double y) { return fmod(x, y); } -static inline float ImCos(float x) { return cosf(x); } -static inline float ImSin(float x) { return sinf(x); } -static inline float ImAcos(float x) { return acosf(x); } -static inline float ImAtan2(float y, float x) { return atan2f(y, x); } -static inline double ImAtof(const char* s) { return atof(s); } -static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) -static inline float ImCeil(float x) { return ceilf(x); } +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double -// (Exceptionally using templates here but we could also redefine them for variety of types) +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } From 0a3df4b2cebfdd3ead550e51718d90565feaf64c Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 Jan 2020 14:28:01 +0100 Subject: [PATCH 617/687] Update FAQ.md --- docs/FAQ.md | 49 ++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 44 insertions(+), 5 deletions(-) diff --git a/docs/FAQ.md b/docs/FAQ.md index 3216a5246..571c94c78 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -54,6 +54,8 @@ or view this file with any Markdown viewer. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. - The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts. +##### [Return to Index](#index) + --- ### Q. What is this library called? @@ -62,6 +64,8 @@ or view this file with any Markdown viewer. (The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library. +##### [Return to Index](#index) + --- ### Q: Which version should I get? @@ -73,10 +77,9 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch Many projects are using this branch and it is kept in sync with master regularly. ---- - ##### [Return to Index](#index) +---- # Q&A: Integration @@ -97,6 +100,8 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` **Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) +##### [Return to Index](#index) + --- ### Q: How can I enable keyboard or gamepad controls? @@ -106,6 +111,8 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }` - See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads). - See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details. +##### [Return to Index](#index) + --- ### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) @@ -117,9 +124,9 @@ to your host computer, based on the Synergy 1.x protocol. Make sure you download Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details. -- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate -for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing -for screen real-estate and precision. +- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. + +##### [Return to Index](#index) --- @@ -127,6 +134,8 @@ for screen real-estate and precision. In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. +##### [Return to Index](#index) + --- ### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. @@ -138,6 +147,7 @@ and **NOT** as ##### [Return to Index](#index) +--- # Q&A: Usage @@ -257,6 +267,8 @@ will preserve your node open/closed state when the targeted object change. e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. See what makes more sense in your situation! +##### [Return to Index](#index) + --- ### Q: How can I display an image? What is ImTextureID, how does it work? @@ -337,6 +349,8 @@ my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a I ``` Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. +##### [Return to Index](#index) + --- ### Q: How can I use my own math types instead of ImVec2/ImVec4? @@ -344,6 +358,8 @@ Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understa You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions. This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`. +##### [Return to Index](#index) + --- ### Q: How can I interact with standard C++ types (such as std::string and std::vector)? @@ -366,6 +382,8 @@ One possible implementation of a helper to facilitate printf-style building of s This is a small helper where you can instance strings with configurable local buffers length. Many game engines will provide similar or better string helpers. +##### [Return to Index](#index) + --- ### Q: How can I display custom shapes? (using low-level ImDrawList API) @@ -402,6 +420,7 @@ ImGui::End(); ##### [Return to Index](#index) +--- # Q&A: Fonts, Text @@ -429,6 +448,8 @@ io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT ``` +##### [Return to Index](#index) + --- ### Q: How can I easily use icons in my application? @@ -439,6 +460,8 @@ You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look mono With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API. +##### [Return to Index](#index) + --- ### Q: How can I load multiple fonts? @@ -471,6 +494,8 @@ io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs ``` +##### [Return to Index](#index) + --- ### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? @@ -504,6 +529,7 @@ the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft ##### [Return to Index](#index) +--- # Q&A: Concerns @@ -515,6 +541,10 @@ You may take a look at: - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Gallery](https://github.com/ocornut/imgui/issues/2847) +##### [Return to Index](#index) + +--- + ### Q: Can you create elaborate/serious tools with Dear ImGui? Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. @@ -523,6 +553,10 @@ Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. +##### [Return to Index](#index) + +--- + ### Q: Can you reskin the look of Dear ImGui? Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. @@ -530,6 +564,10 @@ Somehow. You can alter the look of the interface to some degree: changing colors A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)) ![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) +##### [Return to Index](#index) + +--- + ### Q: Why using C++ (as opposed to C)? Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. @@ -538,6 +576,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci ##### [Return to Index](#index) +--- # Q&A: Community From 3fe6ae97323ddfa9cce73831b930af63c34d287b Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 Jan 2020 18:09:59 +0100 Subject: [PATCH 618/687] Internals: Move some Nav functions and members around (no functional change) + Misc comments --- docs/README.md | 6 +- examples/README.txt | 2 +- examples/example_glut_opengl2/main.cpp | 2 +- examples/imgui_impl_glut.cpp | 2 +- examples/imgui_impl_glut.h | 2 +- imgui.cpp | 116 ++++++++++++------------- imgui.h | 2 +- imgui_internal.h | 22 ++--- 8 files changed, 78 insertions(+), 76 deletions(-) diff --git a/docs/README.md b/docs/README.md index 97b7812c1..2bad5cae9 100644 --- a/docs/README.md +++ b/docs/README.md @@ -114,19 +114,19 @@ Officially maintained bindings (in repository): Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): - Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Irrlicht, Ogre, OpenFrameworks, OSG/OpenSceneGraph, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. ### Upcoming Changes -Some of the goals for 2019-2020 are: +Some of the goals for 2020 are: - Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) +- Finish work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957)) - Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) -- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019! - Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. ### Gallery diff --git a/examples/README.txt b/examples/README.txt index a2655da6b..da05b056d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -106,7 +106,7 @@ List of Platforms Bindings in this repository: imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends) imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!) List of Renderer Bindings in this repository: diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 34c26dbee..03db3fce6 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -2,7 +2,7 @@ // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! -// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! #include "imgui.h" diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index 56d8c5536..fe519d9c2 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. OpenGL2) // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! -// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! // Issues: diff --git a/examples/imgui_impl_glut.h b/examples/imgui_impl_glut.h index 506c3867e..0c5612075 100644 --- a/examples/imgui_impl_glut.h +++ b/examples/imgui_impl_glut.h @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. OpenGL2) // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! -// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! +// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! // Issues: diff --git a/imgui.cpp b/imgui.cpp index 6ef20da82..bb94bddf6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2754,27 +2754,6 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } -// FIXME-NAV: Refactor those functions into a single, more explicit one. -void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); - g.NavId = id; - g.NavFocusScopeId = focus_scope_id; - g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) -{ - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer, focus_scope_id); - g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; -} - void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -2807,31 +2786,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdUsingKeyInputMask = 0x00; } -// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. -void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0); - - // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. - // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) - const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavWindow = window; - g.NavId = id; - g.NavLayer = nav_layer; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; - window->NavLastIds[nav_layer] = id; - if (window->DC.LastItemId == id) - window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); - - if (g.ActiveIdSource == ImGuiInputSource_Nav) - g.NavDisableMouseHover = true; - else - g.NavDisableHighlight = true; -} - void ImGui::ClearActiveID() { SetActiveID(0, NULL); @@ -2879,18 +2833,18 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // An active popup disable hovering on other windows (apart from its own children) // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; - if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) - { - // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. - if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; - } - + if (!g.NavWindow) + return false; + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } return true; } @@ -7860,6 +7814,52 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- +// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// and needs some explanation or serious refactoring. +void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer, focus_scope_id); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) { if (ImFabs(dx) > ImFabs(dy)) diff --git a/imgui.h b/imgui.h index 1245ab1b1..32468168f 100644 --- a/imgui.h +++ b/imgui.h @@ -595,7 +595,7 @@ namespace ImGui // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) // - There is a maximum of 64 columns. - // - By end of the 2019 we will expose a new 'Table' api which will replace columns. + // - Currently working on new 'Tables' api which will replace columns (see GitHub #2957) IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index diff --git a/imgui_internal.h b/imgui_internal.h index 80453c958..e9c39d8e1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1046,17 +1046,10 @@ struct ImGuiContext ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. - ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f - ImGuiWindow* NavWindowingList; - float NavWindowingTimer; - float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid @@ -1078,6 +1071,14 @@ struct ImGuiContext ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + // Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f + ImGuiWindow* NavWindowingList; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* FocusRequestCurrWindow; // ImGuiWindow* FocusRequestNextWindow; // @@ -1221,9 +1222,6 @@ struct ImGuiContext NavInputSource = ImGuiInputSource_None; NavScoringRectScreen = ImRect(); NavScoringCount = 0; - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; NavLayer = ImGuiNavLayer_Main; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; @@ -1240,6 +1238,10 @@ struct ImGuiContext NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; From 7a22767483c4c6d0ea4d782c0bca4dbe0fc94776 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 20 Jan 2020 15:57:39 +0200 Subject: [PATCH 619/687] CI: Add MSVC extra warnings build and correct labels of other extra warnings builds. --- .github/workflows/build.yml | 11 +++++++++-- examples/example_null/build_win32.bat | 2 +- 2 files changed, 10 insertions(+), 3 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 04f8f6dcc..a874bfff8 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -10,6 +10,7 @@ jobs: Windows: runs-on: windows-2019 env: + VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ # Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory. SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\ @@ -41,9 +42,15 @@ jobs: } # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. - - name: Build example_null (extra warnings) + - name: Build example_null (extra warnings, mingw 64-bit) run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1 + - name: Build example_null (extra warnings, msvc 64-bit) + shell: cmd + run: | + cd examples\example_null + "%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4 + - name: Build example_null (single file build) shell: bash run: | @@ -214,7 +221,7 @@ jobs: brew install glfw3 brew install sdl2 - - name: Build example_null (extra warnings) + - name: Build example_null (extra warnings, clang 64-bit) run: make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (single file build) diff --git a/examples/example_null/build_win32.bat b/examples/example_null/build_win32.bat index 12cb70ab4..38e791481 100644 --- a/examples/example_null/build_win32.bat +++ b/examples/example_null/build_win32.bat @@ -1,3 +1,3 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. mkdir Debug -cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib +cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib From 2eda3585e7a46fbdb97db6bcd232bde7ecd19fd6 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 22 Jan 2020 14:20:56 +0100 Subject: [PATCH 620/687] Fixed hoverable/focus bug introduced in 3fe6ae97 (#2997) + ArrowButtonEx() internal bits. --- imgui.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bb94bddf6..86bbd1465 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2834,7 +2834,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (!g.NavWindow) - return false; + return true; if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) if (focused_root_window->WasActive && focused_root_window != window->RootWindow) { diff --git a/imgui_internal.h b/imgui_internal.h index e9c39d8e1..5065255c1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1780,7 +1780,7 @@ namespace ImGui IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 124594db8..dc9b05308 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -720,7 +720,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) { float sz = GetFrameHeight(); - return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); } // Button to close a window From 051ce0765ef8569729c9ae9b3d466132f9010b89 Mon Sep 17 00:00:00 2001 From: Ben Carter Date: Mon, 9 Dec 2019 15:57:24 +0900 Subject: [PATCH 621/687] AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts --- imgui.cpp | 7 +++++++ imgui.h | 9 +++++---- imgui_demo.cpp | 5 +++-- imgui_draw.cpp | 41 +++++++++++++++++++++++++++++++++++++++-- imgui_internal.h | 8 ++++++++ 5 files changed, 62 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 86bbd1465..75b95ba50 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -988,6 +988,7 @@ ImGuiStyle::ImGuiStyle() AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleSegmentMaxError = 0.75f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -3560,6 +3561,7 @@ static void NewFrameSanityChecks() IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); @@ -3622,6 +3624,7 @@ void ImGui::NewFrame() IM_ASSERT(g.Font->IsLoaded()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.CircleSegmentMaxError = g.Style.CircleSegmentMaxError; g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -3630,6 +3633,10 @@ void ImGui::NewFrame() if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + // Recalculate circle segment counts if the segment error has changed + if (g.DrawListSharedData.CircleSegmentMaxError != g.DrawListSharedData.CircleSegmentCountsMaxCircleSegmentError) + g.DrawListSharedData.RecalculateCircleSegmentCounts(); + g.BackgroundDrawList.Clear(); g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); g.BackgroundDrawList.PushClipRectFullScreen(); diff --git a/imgui.h b/imgui.h index 32468168f..7582aafcb 100644 --- a/imgui.h +++ b/imgui.h @@ -1359,6 +1359,7 @@ struct ImGuiStyle bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1948,10 +1949,10 @@ struct ImDrawList IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); - IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); - IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); // Draw a circle - use num_segments <= 0 to automatically calculate tessellation (preferred). Use AddNgon() instead if you need a specific segment count. + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); // Draw a filled circle - use num_segments <= 0 to automatically calculate tessellation (preferred). Use AddNgonFilled() instead if you need a specific segment count. + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); // Draw an n-gon with a specific number of sides. Use AddCircle() instead if you want an actual circle and don't care about the exact side count. + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); // Draw a filled n-gon with a specific number of sides. Use AddCircleFilled() instead if you want an actual circle and don't care about the exact side count. 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 AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ec8c142f7..8ce917842 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3502,6 +3502,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::PushItemWidth(100); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + ImGui::DragFloat("Max circle segment error", &style.CircleSegmentMaxError, 0.01f, 0.1f, 10.0f, "%.2f", 1.0f); ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui::PopItemWidth(); @@ -4471,7 +4472,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // n-gon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 0, th); x += sz + spacing; // Circle draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners @@ -4485,7 +4486,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) y += sz + spacing; } draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // n-gon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 0); x += sz + spacing; // Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 62cf26910..435e689b5 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -348,6 +348,8 @@ ImDrawListSharedData::ImDrawListSharedData() Font = NULL; FontSize = 0.0f; CurveTessellationTol = 0.0f; + CircleSegmentMaxError = 0.0f; + CircleSegmentCountsMaxCircleSegmentError = -FLT_MIN; // Impossible value to force recalculation ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); InitialFlags = ImDrawListFlags_None; @@ -1083,11 +1085,34 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV PathFillConvex(col); } +void ImDrawListSharedData::RecalculateCircleSegmentCounts() +{ + for (int i = 0; i < NumCircleSegmentCounts; i++) + { + const float radius = i + 1.0f; + CircleSegmentCounts[i] = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - CircleSegmentMaxError) / radius)), 3, 10000); + } + + CircleSegmentCountsMaxCircleSegmentError = CircleSegmentMaxError; +} + void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + if ((col & IM_COL32_A_MASK) == 0 || (radius <= 0.0f)) return; + // Calculate number of segments if required + if (num_segments <= 0) + { + int radius_int = (int)radius; + if (radius_int <= ImDrawListSharedData::NumCircleSegmentCounts) + num_segments = _Data->CircleSegmentCounts[radius_int - 1]; // Use cached value + else + num_segments = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - _Data->CircleSegmentMaxError) / radius)), 3, 10000); + } + else + num_segments = ImClamp(num_segments, 3, 10000); // Clamp to avoid drawing insanely tessellated shapes + // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); @@ -1096,9 +1121,21 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + if ((col & IM_COL32_A_MASK) == 0 || (radius <= 0.0f)) return; + // Calculate number of segments if required + if (num_segments <= 0) + { + int radius_int = (int)radius; + if (radius_int <= ImDrawListSharedData::NumCircleSegmentCounts) + num_segments = _Data->CircleSegmentCounts[radius_int - 1]; // Use cached value + else + num_segments = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - _Data->CircleSegmentMaxError) / radius)), 3, 10000); + } + else + num_segments = ImClamp(num_segments, 3, 10000); // Clamp to avoid drawing insanely tessellated shapes + // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); diff --git a/imgui_internal.h b/imgui_internal.h index 5065255c1..6679219d4 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -855,6 +855,7 @@ struct IMGUI_API ImDrawListSharedData ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) @@ -862,6 +863,13 @@ struct IMGUI_API ImDrawListSharedData // FIXME: Bake rounded corners fill/borders in atlas ImVec2 CircleVtx12[12]; + // Cached circle segment counts for the first radii (to avoid calculation overhead) + static const int NumCircleSegmentCounts = 64;// Number of circle segment counts to cache (i.e. the maximum radius before we calculate dynamically) + int CircleSegmentCounts[NumCircleSegmentCounts]; // The segment count for radius (array index + 1) + float CircleSegmentCountsMaxCircleSegmentError; // The MaxCircleSegmentError used to calculate these counts + + void RecalculateCircleSegmentCounts(); // Recalculate circle segment counts based on the current MaxCircleSegmentError + ImDrawListSharedData(); }; From 5363af7f47573c8a9231bc44bc6252188affea08 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 8 Jan 2020 00:10:18 +0100 Subject: [PATCH 622/687] AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts (amends) Tweak default max error value, Changelog, comments, path-fast for 12 segments circles, made LUT store ImU8 --- docs/CHANGELOG.txt | 3 ++ imgui.cpp | 9 ++---- imgui.h | 11 ++++--- imgui_demo.cpp | 31 ++++++++++++------- imgui_draw.cpp | 76 ++++++++++++++++++++++++++++------------------ imgui_internal.h | 20 ++++++------ 6 files changed, 89 insertions(+), 61 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 11afd5e41..f7c903f2b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -55,6 +55,7 @@ Breaking Changes: documented (can only unreserve from the last reserve call). If you suspect you ever used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius. - Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code technically supports it, future code may not so we're putting the restriction ahead. - imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead @@ -70,6 +71,8 @@ Other Changes: those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] - ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment + count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as we will rework the circle rendering functions to use textures and automatic segment count diff --git a/imgui.cpp b/imgui.cpp index 75b95ba50..6ec427e59 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -362,6 +362,7 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. - 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): @@ -988,7 +989,7 @@ ImGuiStyle::ImGuiStyle() AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleSegmentMaxError = 0.75f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -3624,7 +3625,7 @@ void ImGui::NewFrame() IM_ASSERT(g.Font->IsLoaded()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.CircleSegmentMaxError = g.Style.CircleSegmentMaxError; + g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -3633,10 +3634,6 @@ void ImGui::NewFrame() if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - // Recalculate circle segment counts if the segment error has changed - if (g.DrawListSharedData.CircleSegmentMaxError != g.DrawListSharedData.CircleSegmentCountsMaxCircleSegmentError) - g.DrawListSharedData.RecalculateCircleSegmentCounts(); - g.BackgroundDrawList.Clear(); g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); g.BackgroundDrawList.PushClipRectFullScreen(); diff --git a/imgui.h b/imgui.h index 7582aafcb..5fab99dc8 100644 --- a/imgui.h +++ b/imgui.h @@ -1941,6 +1941,9 @@ struct ImDrawList // Primitives // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) @@ -1949,10 +1952,10 @@ struct ImDrawList IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); // Draw a circle - use num_segments <= 0 to automatically calculate tessellation (preferred). Use AddNgon() instead if you need a specific segment count. - IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); // Draw a filled circle - use num_segments <= 0 to automatically calculate tessellation (preferred). Use AddNgonFilled() instead if you need a specific segment count. - IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); // Draw an n-gon with a specific number of sides. Use AddCircle() instead if you want an actual circle and don't care about the exact side count. - IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); // Draw a filled n-gon with a specific number of sides. Use AddCircleFilled() instead if you want an actual circle and don't care about the exact side count. + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); 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 AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8ce917842..050519136 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3500,9 +3500,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(100); - ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; - ImGui::DragFloat("Max circle segment error", &style.CircleSegmentMaxError, 0.01f, 0.1f, 10.0f, "%.2f", 1.0f); + ImGui::DragFloat("Circle segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui::PopItemWidth(); @@ -4455,24 +4455,33 @@ static void ShowExampleAppCustomRendering(bool* p_open) static float sz = 36.0f; static float thickness = 3.0f; static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::SliderInt("n-gon sides", &ngon_sides, 3, 12); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) + circle_segments_override = true; ImGui::ColorEdit4("Color", &colf.x); + ImGui::PopItemWidth(); const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawCornerFlags corners_none = 0; + const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; float x = p.x + 4.0f, y = p.y + 4.0f; - float spacing = 10.0f; - ImDrawCornerFlags corners_none = 0; - ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; - ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; for (int n = 0; n < 2; n++) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // n-gon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 0, th); x += sz + spacing; // Circle + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners @@ -4485,8 +4494,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) x = p.x + 4; y += sz + spacing; } - draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // n-gon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 0); x += sz + spacing; // Circle + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);x += sz + spacing; // Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 435e689b5..2f3370e08 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -349,16 +349,29 @@ ImDrawListSharedData::ImDrawListSharedData() FontSize = 0.0f; CurveTessellationTol = 0.0f; CircleSegmentMaxError = 0.0f; - CircleSegmentCountsMaxCircleSegmentError = -FLT_MIN; // Impossible value to force recalculation ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); InitialFlags = ImDrawListFlags_None; - // Const data + // Lookup tables for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); } + memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by +} + +void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = i + 1.0f; + const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); + CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + } } void ImDrawList::Clear() @@ -1085,60 +1098,63 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV PathFillConvex(col); } -void ImDrawListSharedData::RecalculateCircleSegmentCounts() -{ - for (int i = 0; i < NumCircleSegmentCounts; i++) - { - const float radius = i + 1.0f; - CircleSegmentCounts[i] = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - CircleSegmentMaxError) / radius)), 3, 10000); - } - - CircleSegmentCountsMaxCircleSegmentError = CircleSegmentMaxError; -} - void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || (radius <= 0.0f)) + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) return; - // Calculate number of segments if required + // Obtain segment count if (num_segments <= 0) { - int radius_int = (int)radius; - if (radius_int <= ImDrawListSharedData::NumCircleSegmentCounts) - num_segments = _Data->CircleSegmentCounts[radius_int - 1]; // Use cached value + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value else - num_segments = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - _Data->CircleSegmentMaxError) / radius)), 3, 10000); + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); } - else - num_segments = ImClamp(num_segments, 3, 10000); // Clamp to avoid drawing insanely tessellated shapes // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + if (num_segments == 12) + PathArcToFast(center, radius - 0.5f, 0, 12); + else + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || (radius <= 0.0f)) + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) return; - // Calculate number of segments if required + // Obtain segment count if (num_segments <= 0) { - int radius_int = (int)radius; - if (radius_int <= ImDrawListSharedData::NumCircleSegmentCounts) - num_segments = _Data->CircleSegmentCounts[radius_int - 1]; // Use cached value + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value else - num_segments = ImClamp((int)((IM_PI * 2.0f) / ImAcos((radius - _Data->CircleSegmentMaxError) / radius)), 3, 10000); + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); } else - num_segments = ImClamp(num_segments, 3, 10000); // Clamp to avoid drawing insanely tessellated shapes + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + } // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + if (num_segments == 12) + PathArcToFast(center, radius, 0, 12); + else + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } diff --git a/imgui_internal.h b/imgui_internal.h index 6679219d4..e1279c056 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -848,7 +848,13 @@ struct ImGuiColumns } }; +// Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos((_RAD - _MAXERROR) / _RAD)), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + // Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas @@ -859,18 +865,12 @@ struct IMGUI_API ImDrawListSharedData ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) - // Const data - // FIXME: Bake rounded corners fill/borders in atlas - ImVec2 CircleVtx12[12]; - - // Cached circle segment counts for the first radii (to avoid calculation overhead) - static const int NumCircleSegmentCounts = 64;// Number of circle segment counts to cache (i.e. the maximum radius before we calculate dynamically) - int CircleSegmentCounts[NumCircleSegmentCounts]; // The segment count for radius (array index + 1) - float CircleSegmentCountsMaxCircleSegmentError; // The MaxCircleSegmentError used to calculate these counts - - void RecalculateCircleSegmentCounts(); // Recalculate circle segment counts based on the current MaxCircleSegmentError + // [Internal] Lookup tables + ImVec2 CircleVtx12[12]; // FIXME: Bake rounded corners fill/borders in atlas + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) ImDrawListSharedData(); + void SetCircleSegmentMaxError(float max_error); }; struct ImDrawDataBuilder From f6da5000bfaf3a035e8d8a7db9b5150644f4630b Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 23 Jan 2020 16:20:10 +0100 Subject: [PATCH 623/687] Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. (#3000) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_opengl2.cpp | 4 ++++ 2 files changed, 6 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f7c903f2b..28b792ff0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -171,6 +171,8 @@ Other Changes: - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] +- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with + legacy OpenGL applications. (#3000) - Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index de4b128c9..b062697bc 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. @@ -89,6 +90,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid glEnableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function: @@ -126,6 +128,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); // Setup desired GL state @@ -193,6 +196,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); } bool ImGui_ImplOpenGL2_CreateFontsTexture() From b887259974cf1b6587e86f7c9ca7086119303520 Mon Sep 17 00:00:00 2001 From: Konstantin Podsvirov Date: Mon, 27 Jan 2020 14:11:29 +0300 Subject: [PATCH 624/687] Bindings: Improved FreeGLUT support for MinGW (#3004) --- examples/example_glut_opengl2/Makefile | 8 +++++++- examples/example_glut_opengl2/main.cpp | 4 ++-- examples/imgui_impl_glut.cpp | 5 +++++ 3 files changed, 14 insertions(+), 3 deletions(-) diff --git a/examples/example_glut_opengl2/Makefile b/examples/example_glut_opengl2/Makefile index c381c0c96..70576b8f9 100644 --- a/examples/example_glut_opengl2/Makefile +++ b/examples/example_glut_opengl2/Makefile @@ -41,7 +41,13 @@ endif ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 -lglut + LIBS += -lgdi32 -lopengl32 -limm32 +ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes) + CXXFLAGS += $(shell pkg-config freeglut --cflags) + LIBS += $(shell pkg-config freeglut --libs) +else + LIBS += -lglut +endif CFLAGS = $(CXXFLAGS) endif diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 03db3fce6..d36c1f842 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -6,8 +6,8 @@ // !!! Nowadays, prefer using GLFW or SDL instead! #include "imgui.h" -#include "../imgui_impl_glut.h" -#include "../imgui_impl_opengl2.h" +#include "imgui_impl_glut.h" +#include "imgui_impl_opengl2.h" #ifdef __APPLE__ #include #else diff --git a/examples/imgui_impl_glut.cpp b/examples/imgui_impl_glut.cpp index fe519d9c2..3c17bbfc1 100644 --- a/examples/imgui_impl_glut.cpp +++ b/examples/imgui_impl_glut.cpp @@ -39,7 +39,12 @@ static int g_Time = 0; // Current time, in milliseconds bool ImGui_ImplGLUT_Init() { ImGuiIO& io = ImGui::GetIO(); + +#ifdef FREEGLUT + io.BackendPlatformName ="imgui_impl_glut (freeglut)"; +#else io.BackendPlatformName ="imgui_impl_glut"; +#endif g_Time = 0; From 4d4e3b97f4c9950ccb92986c8f201b2923a8ec61 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 24 Jan 2020 15:25:47 +0100 Subject: [PATCH 625/687] TODO, Readme (dropped TreeNode_NoIndent flag from todo, as it feels unnecessary) --- docs/CHANGELOG.txt | 1 + docs/README.md | 4 ++-- docs/TODO.txt | 33 +++++++++++++++++---------------- examples/README.txt | 16 ++++++---------- imgui_internal.h | 2 +- 5 files changed, 27 insertions(+), 29 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 28b792ff0..d05ae4dfb 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -95,6 +95,7 @@ Other Changes: XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) +- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might diff --git a/docs/README.md b/docs/README.md index 2bad5cae9..37952f063 100644 --- a/docs/README.md +++ b/docs/README.md @@ -113,8 +113,8 @@ Officially maintained bindings (in repository): - Frameworks: Emscripten, Allegro5, Marmalade. Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): -- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... -- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Irrlicht, Ogre, OpenFrameworks, OSG/OpenSceneGraph, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4... +- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, Unreal Engine 4, vtk, Win32 GDI. - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. diff --git a/docs/TODO.txt b/docs/TODO.txt index 57680c1e3..1184ce50e 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -218,21 +218,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). - - text: selectable text (for copy) as a generic feature (ItemFlags?) - - text: proper alignment options in imgui_internal.h - - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? - - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width - - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: leaf/non-leaf highlight mismatch. - - tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper) - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? @@ -281,6 +271,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - pie menus patterns (#434) - markup: simple markup language for color change? (#902) + - text: selectable text (for copy) as a generic feature (ItemFlags?) + - text: proper alignment options in imgui_internal.h + - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? + - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not + - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width. + - text/wrapped: custom separator for text wrapping. (#3002) + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) + + - font: arbitrary line spacing. (#2945) - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) - font: free the Alpha buffer if user only requested RGBA. !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). @@ -312,8 +313,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?) ! nav: never clear NavId on some setup (e.g. gamepad centric) - - nav: restore NavId on reappearing non-child window. - - nav: code to focus child-window on restoring NavId appears to have issue (to investigate) + - nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure. - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" @@ -321,20 +321,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav: patterns to make it possible for arrows key to update selection - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - - nav: ESC within a menu of a child window seems to exit the child window. - nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - - nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) + - nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. - nav/menus: allow pressing Menu to leave a sub-menu. - - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) + - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? + - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? + - nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab? + - nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav: simulate right-click or context activation? (SHIFT+F10) - nav: tabs should go through most/all widgets (in submission order?). - - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. diff --git a/examples/README.txt b/examples/README.txt index da05b056d..5f45fad9e 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -131,22 +131,18 @@ Third-party framework, graphics API and languages bindings are listed at: https://github.com/ocornut/imgui/wiki/Bindings - Languages: - C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim, - Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +Including backends for: - Frameworks: - Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio, - GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA, - Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk... - - Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc. + AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, + GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, + Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, + Unreal Engine 4, vtk, Win32 GDI, etc. Not sure which to use? Recommended platform/frameworks: GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp - SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp + SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository. Those will allow you to create portable applications and will solve and abstract away many issues. diff --git a/imgui_internal.h b/imgui_internal.h index e1279c056..f5c5f384e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1664,7 +1664,7 @@ namespace ImGui IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); - IMGUI_API void PushOverrideID(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes) // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); From 6c1a73774dabd2be64f85543b1286e44632d1905 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 27 Jan 2020 19:02:54 +0100 Subject: [PATCH 626/687] Tooltip: Testing DragDropWithinSourceOrTarget in BeginTooltipEx() instead of just BeginTooltip() - feel this was an overlook. Added tooltip flags instead of using bool. --- docs/TODO.txt | 3 ++- imgui.cpp | 25 +++++++++---------------- imgui_internal.h | 15 +++++++++++---- imgui_widgets.cpp | 2 +- 4 files changed, 23 insertions(+), 22 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 1184ce50e..f0d5c90ba 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -203,10 +203,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: add variant using global identifier similar to Begin/End (#402) - popups: border options. richer api like BeginChild() perhaps? (#197) + - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) + - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) - menus: menu bars inside modal windows are acting weird. @@ -252,7 +254,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - - drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. - drag and drop: fix/support/options for overlapping drag sources. - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 diff --git a/imgui.cpp b/imgui.cpp index 6ec427e59..9a9089404 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7340,8 +7340,14 @@ void ImGui::SetScrollHereY(float center_y_ratio) //----------------------------------------------------------------------------- void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) { ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) { // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) @@ -7352,21 +7358,12 @@ void ImGui::BeginTooltip() SetNextWindowPos(tooltip_pos); SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - BeginTooltipEx(0, true); + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; } - else - { - BeginTooltipEx(0, false); - } -} -// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) -{ - ImGuiContext& g = *GImGui; char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (override_previous_tooltip) + if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { @@ -7387,11 +7384,7 @@ void ImGui::EndTooltip() void ImGui::SetTooltipV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - BeginTooltip(); - else - BeginTooltipEx(0, true); + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); TextV(fmt, args); EndTooltip(); } diff --git a/imgui_internal.h b/imgui_internal.h index f5c5f384e..dee166281 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -112,6 +112,7 @@ typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// F typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() //------------------------------------------------------------------------- // STB libraries includes @@ -526,6 +527,12 @@ enum ImGuiTextFlags_ ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 }; +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) +}; + // FIXME: this is in development, not exposed/functional as a generic feature yet. // Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ @@ -1106,19 +1113,19 @@ struct ImGuiContext // Drag and Drop bool DragDropActive; - bool DragDropWithinSourceOrTarget; + bool DragDropWithinSourceOrTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block. ImGuiDragDropFlags DragDropSourceFlags; int DragDropSourceFrameCount; int DragDropMouseButton; ImGuiPayload DragDropPayload; - ImRect DragDropTargetRect; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) ImGuiID DragDropTargetId; ImGuiDragDropFlags DragDropAcceptFlags; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source - ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads // Tab bars @@ -1694,7 +1701,7 @@ namespace ImGui IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index dc9b05308..3aa9f13d2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4960,7 +4960,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - BeginTooltipEx(0, true); + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { From 5f4dfad5b7ca2d56b54f1e6aefa4601b7b439698 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 28 Jan 2020 20:06:34 +0100 Subject: [PATCH 627/687] Merge misc/shallow changes from Docking to reduce drift. Most are comments. Fix menu bar clipping: 07ff47bf1b7fb3dced2dc91ca39efedaff34e337 --- docs/CHANGELOG.txt | 1 + imgui.cpp | 104 ++++++++++++++++++++++++--------------------- imgui_demo.cpp | 3 +- imgui_internal.h | 12 +++--- imgui_widgets.cpp | 8 +--- 5 files changed, 67 insertions(+), 61 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d05ae4dfb..75cceb633 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -71,6 +71,7 @@ Other Changes: those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] - ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. diff --git a/imgui.cpp b/imgui.cpp index 9a9089404..4637aa723 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -807,7 +807,7 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // Visual Studio warnings #ifdef _MSC_VER @@ -983,7 +983,7 @@ ImGuiStyle::ImGuiStyle() ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. - DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. @@ -2621,6 +2621,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SkipItems = false; Appearing = false; Hidden = false; + IsFallbackWindow = false; HasCloseButton = false; ResizeBorderHeld = -1; BeginCount = 0; @@ -2835,18 +2836,17 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // An active popup disable hovering on other windows (apart from its own children) // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; - if (!g.NavWindow) - return true; - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) - { - // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. - if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; - } + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } return true; } @@ -3290,10 +3290,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } } -// Initiate moving window, handle left-click and right-click focus +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { - // Initiate moving window ImGuiContext& g = *GImGui; if (g.ActiveId != 0 || g.HoveredId != 0) return; @@ -3787,9 +3787,10 @@ void ImGui::NewFrame() // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); - g.WithinFrameScopeWithImplicitWindow = true; + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiTestEngineHook_PostNewFrame(&g); @@ -4014,10 +4015,8 @@ static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWin static void AddRootWindowToDrawData(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (window->Flags & ImGuiWindowFlags_Tooltip) - AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); - else - AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4156,16 +4155,17 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); + + // Add background ImDrawList if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; @@ -4181,6 +4181,7 @@ void ImGui::Render() if (g.IO.MouseDrawCursor) RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Add foreground ImDrawList if (!g.ForegroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); @@ -4837,8 +4838,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { + ImGuiWindow* window_for_height = window; new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } @@ -5045,6 +5047,10 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au } PopID(); + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { @@ -5077,10 +5083,6 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->Size = window->SizeFull; return ret_auto_fit; } @@ -5129,6 +5131,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) } } +// Draw background and borders +// Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; @@ -5340,6 +5344,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on @@ -5485,6 +5490,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } + // SELECT VIEWPORT // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) SetCurrentWindow(window); @@ -5595,14 +5601,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = FindBestWindowPosForPopup(window); // Clamp position/size so window stays visible within its viewport or monitor - // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. ImRect viewport_rect(GetViewportRect()); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { - if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { - ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); ClampWindowRect(window, viewport_rect, clamp_padding); } } @@ -5739,20 +5744,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. // We also disabled this when we have dimming overlay behind this specific one child. // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. - bool render_decorations_in_parent = false; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) - render_decorations_in_parent = true; - if (render_decorations_in_parent) - window->DrawList = parent_window->DrawList; + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; - // Handle title bar, scrollbar, resize grips and resize borders - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); - if (render_decorations_in_parent) - window->DrawList = &window->DrawListInst; + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } // Draw navigation selection/windowing rectangle border if (g.NavWindowingTargetAnim == window) @@ -7568,7 +7575,7 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) @@ -7578,12 +7585,13 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) } char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) + if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); @@ -10077,7 +10085,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); - ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); if (ImGui::TreeNode(tab_bar, "%s", buf)) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 050519136..6bee207b3 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4685,7 +4685,8 @@ void ShowExampleAppDocuments(bool* p_open) static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar)) + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) { ImGui::End(); return; diff --git a/imgui_internal.h b/imgui_internal.h index dee166281..a6a401204 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -646,8 +646,9 @@ struct ImVec1 struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } }; // 2D axis aligned bounding-box @@ -976,7 +977,7 @@ struct ImGuiPtrOrIndex }; //----------------------------------------------------------------------------- -// Main imgui context +// Main Dear ImGui context //----------------------------------------------------------------------------- struct ImGuiContext @@ -1416,7 +1417,7 @@ struct IMGUI_API ImGuiWindowTempData struct IMGUI_API ImGuiWindow { char* Name; - ImGuiID ID; // == ImHash(Name) + ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) @@ -1443,6 +1444,7 @@ struct IMGUI_API ImGuiWindow bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool IsFallbackWindow; // Set on the "Debug##Default" window. bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) @@ -1568,7 +1570,7 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3aa9f13d2..eb64ab190 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6047,7 +6047,7 @@ bool ImGui::BeginMenuBar() // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding)), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -6354,9 +6354,6 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabBar() // - BeginTabBarEx() [Internal] // - EndTabBar() @@ -6871,9 +6868,6 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() // - TabItemEx() [Internal] From 0e89041997d1e3bd0686edab8d2e43860a47061a Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 Jan 2020 16:35:30 +0100 Subject: [PATCH 628/687] Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons. --- imgui_internal.h | 12 ++++++- imgui_widgets.cpp | 81 ++++++++++++++++++++++++++++++----------------- 2 files changed, 63 insertions(+), 30 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index a6a401204..db9aaa184 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -433,7 +433,15 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on - ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold + ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button + ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button + + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonShift_ = 16, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; enum ImGuiSliderFlags_ @@ -1033,6 +1041,7 @@ struct ImGuiContext ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -1225,6 +1234,7 @@ struct ImGuiContext ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = 0; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index eb64ab190..099673f3f 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -464,9 +464,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool return false; } - // Default behavior requires click+release on same spot + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) - flags |= ImGuiButtonFlags_PressedOnClickRelease; + flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; @@ -505,38 +509,55 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; - // Mouse + // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) && g.IO.MouseClicked[0]) + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) { - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } } - if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveId) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - FocusWindow(window); - } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) - { - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + // Repeat mode trumps on release behavior + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay)) pressed = true; ClearActiveID(); } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) - pressed = true; + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + pressed = true; } if (pressed) @@ -548,7 +569,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) hovered = true; - if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); @@ -568,24 +588,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool held = false; if (g.ActiveId == id) { - if (pressed) - g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - if (g.IO.MouseDown[0]) + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (g.IO.MouseDown[mouse_button]) { held = true; } else { - const bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; - const bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) pressed = true; } @@ -599,6 +620,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId != id) ClearActiveID(); } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; } if (out_hovered) *out_hovered = hovered; From 0a23582718d4b1fe8b32798ded890752e79970ad Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 29 Jan 2020 20:11:42 +0100 Subject: [PATCH 629/687] Examples: VS projects: Removed inconsistent/extraneous explicit linkage to imm32. --- examples/example_sdl_directx11/example_sdl_directx11.vcxproj | 4 ++-- .../example_win32_directx10/example_win32_directx10.vcxproj | 4 ++-- .../example_win32_directx11/example_win32_directx11.vcxproj | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj index 7af2c9c06..804bd500d 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj +++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj @@ -129,7 +129,7 @@ true true %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console @@ -149,7 +149,7 @@ true true %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console diff --git a/examples/example_win32_directx10/example_win32_directx10.vcxproj b/examples/example_win32_directx10/example_win32_directx10.vcxproj index 0f351dde6..5c3aa69f4 100644 --- a/examples/example_win32_directx10/example_win32_directx10.vcxproj +++ b/examples/example_win32_directx10/example_win32_directx10.vcxproj @@ -121,7 +121,7 @@ true true true - d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) Console @@ -139,7 +139,7 @@ true true true - d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) Console diff --git a/examples/example_win32_directx11/example_win32_directx11.vcxproj b/examples/example_win32_directx11/example_win32_directx11.vcxproj index ce2434b06..bcb71bc43 100644 --- a/examples/example_win32_directx11/example_win32_directx11.vcxproj +++ b/examples/example_win32_directx11/example_win32_directx11.vcxproj @@ -120,7 +120,7 @@ true true true - d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) Console @@ -138,7 +138,7 @@ true true true - d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) Console From 6e1f8be07bdbf242f8360f26504871eaf1f59a8e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 30 Jan 2020 15:13:36 +0100 Subject: [PATCH 630/687] Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 6 +++++- imgui.h | 2 +- imgui_internal.h | 2 +- 4 files changed, 8 insertions(+), 3 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 75cceb633..ebd82d445 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -72,6 +72,7 @@ Other Changes: - ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. +- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] - ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. diff --git a/imgui.cpp b/imgui.cpp index 4637aa723..899a323b0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5161,10 +5161,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (!(flags & ImGuiWindowFlags_NoBackground)) { ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + bool override_alpha = false; float alpha = 1.0f; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { alpha = g.NextWindowData.BgAlphaVal; - if (alpha != 1.0f) + override_alpha = true; + } + if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); } diff --git a/imgui.h b/imgui.h index 5fab99dc8..55c9b2bb8 100644 --- a/imgui.h +++ b/imgui.h @@ -294,7 +294,7 @@ namespace ImGui IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() - IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). diff --git a/imgui_internal.h b/imgui_internal.h index db9aaa184..b1eb00d46 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -939,7 +939,7 @@ struct ImGuiNextWindowData ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; - float BgAlphaVal; + float BgAlphaVal; // Override background alpha ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } From 8cbb693f4764f19983588d5f1b9ddd92a7873c8f Mon Sep 17 00:00:00 2001 From: Konstantin Podsvirov Date: Sat, 25 Jan 2020 23:49:23 +0300 Subject: [PATCH 631/687] Emscripten: Allow filesystem support. (#3005) Filesystem functions perfectly work for Emscripten platform. This changes remove extra changes added by #2734. You can still disable filesystem functions by defining IMGUI_DISABLE_FILE_FUNCTIONS. --- docs/CHANGELOG.txt | 3 ++- imgui_internal.h | 3 --- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ebd82d445..6f73c077a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -85,6 +85,7 @@ Other Changes: - Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp files in a same compilation unit. Actual users of that technique (also called "Unity builds") can generally provide this themselves, so we don't really recommend you use this. [@rokups] +- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] - Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] - Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available @@ -98,7 +99,7 @@ Other Changes: the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) - Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] -- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] +- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov] - Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might automatically use it). (#2919, #2798) diff --git a/imgui_internal.h b/imgui_internal.h index b1eb00d46..18b960a4b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -270,9 +270,6 @@ static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) #endif // Helpers: File System -#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS) -#define IMGUI_DISABLE_FILE_FUNCTIONS -#endif #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; From 05a49f0413232d2483e902089d2e9e99b40ce3b2 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 30 Jan 2020 17:15:11 +0100 Subject: [PATCH 632/687] Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] --- docs/CHANGELOG.txt | 5 ++-- examples/example_emscripten/Makefile | 39 +++++++++++++++++++++------- examples/example_emscripten/main.cpp | 13 ++++++---- 3 files changed, 41 insertions(+), 16 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6f73c077a..9ee78e80c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -100,12 +100,13 @@ Other Changes: on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) - Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] - Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov] -- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking +- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might automatically use it). (#2919, #2798) +- Examples: OpenGL: Added support for glbindings OpenGL loader. (#2870) [@rokups] +- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] -- Examples: Added support for glbindings OpenGL loader. (#2870) [@rokups] ----------------------------------------------------------------------- diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile index f5b7369a6..9833270e5 100644 --- a/examples/example_emscripten/Makefile +++ b/examples/example_emscripten/Makefile @@ -1,8 +1,10 @@ # # Makefile to use with emscripten # See https://emscripten.org/docs/getting_started/downloads.html -# for installation instructions. This Makefile assumes you have -# loaded emscripten's environment. +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) # # Running `make` will produce three files: # - example_emscripten.html @@ -13,7 +15,6 @@ CC = emcc CXX = em++ - EXE = example_emscripten.html SOURCES = main.cpp SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp @@ -21,21 +22,41 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) -EMS = -s USE_SDL=2 -s WASM=1 +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +EMS += -s USE_SDL=2 -s WASM=1 EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s ASSERTIONS=1 -EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS -# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) #EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s SAFE_HEAP=1 ## Adds overhead -CPPFLAGS = -I../ -I../../ +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I../ -I../../ #CPPFLAGS += -g CPPFLAGS += -Wall -Wformat -Os CPPFLAGS += $(EMS) -LIBS = $(EMS) -LDFLAGS = --shell-file shell_minimal.html +LIBS += $(EMS) +LDFLAGS += --shell-file shell_minimal.html ##--------------------------------------------------------------------- ## BUILD RULES diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp index d9a6406de..f0eb3a2b3 100644 --- a/examples/example_emscripten/main.cpp +++ b/examples/example_emscripten/main.cpp @@ -83,13 +83,16 @@ int main(int, char**) // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'docs/FONTS.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); +#endif // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. emscripten_set_main_loop_arg(main_loop, NULL, 0, true); From 9cff4d6e5e76dd18d9c4ee7a1560563da2059a44 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Wed, 29 Jan 2020 16:14:58 +0200 Subject: [PATCH 633/687] Columns: ImDrawList::Channels* functions now work inside columns. Use a private splitter in columns, paving way for removal of obsolete ImDrawList::Channels* functions. --- docs/CHANGELOG.txt | 2 ++ imgui.h | 7 +++++-- imgui_draw.cpp | 2 +- imgui_internal.h | 1 + imgui_widgets.cpp | 14 +++++++------- 5 files changed, 16 insertions(+), 10 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9ee78e80c..1c9528388 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -79,6 +79,8 @@ Other Changes: In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as we will rework the circle rendering functions to use textures and automatic segment count selection, those new api can fill a gap. [@ShironekoBen] +- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to + suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] - Misc: Disable format checks when using stb_printf, to allow using extra formats. Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] diff --git a/imgui.h b/imgui.h index 55c9b2bb8..4cbe196ee 100644 --- a/imgui.h +++ b/imgui.h @@ -1987,8 +1987,11 @@ struct ImDrawList IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. // Advanced: Channels - // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent copy of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 2f3370e08..b457b5320 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1307,7 +1307,7 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { - IM_ASSERT(_Current == 0 && _Count <= 1); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) _Channels.resize(channels_count); diff --git a/imgui_internal.h b/imgui_internal.h index 18b960a4b..6df524333 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -843,6 +843,7 @@ struct ImGuiColumns ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImVector Columns; + ImDrawListSplitter Splitter; ImGuiColumns() { Clear(); } void Clear() diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 099673f3f..d5eed2cde 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7400,7 +7400,7 @@ void ImGui::PushColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - window->DrawList->ChannelsSetCurrent(0); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); int cmd_size = window->DrawList->CmdBuffer.Size; PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); IM_UNUSED(cmd_size); @@ -7413,7 +7413,7 @@ void ImGui::PopColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); PopClipRect(); } @@ -7504,8 +7504,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag if (columns->Count > 1) { - window->DrawList->ChannelsSplit(1 + columns->Count); - window->DrawList->ChannelsSetCurrent(1); + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); PushColumnClipRect(0); } @@ -7544,14 +7544,14 @@ void ImGui::NextColumn() // Columns 1+ ignore IndentX (by canceling it out) // FIXME-COLUMNS: Unnecessary, could be locked? window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); } else { // New row/line // Column 0 honor IndentX window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DrawList->ChannelsSetCurrent(1); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); columns->Current = 0; columns->LineMinY = columns->LineMaxY; } @@ -7581,7 +7581,7 @@ void ImGui::EndColumns() if (columns->Count > 1) { PopClipRect(); - window->DrawList->ChannelsMerge(); + columns->Splitter.Merge(window->DrawList); } const ImGuiColumnsFlags flags = columns->Flags; From 47fab0e166fe91966a16855fbcbecffcaaee5fd2 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 12:27:57 +0100 Subject: [PATCH 634/687] Misc renaming, comments. Docs: add missing spacing to Changelog. --- docs/CHANGELOG.txt | 11 +++++++++++ imgui.cpp | 15 ++++++++------- imgui_demo.cpp | 6 +++--- imgui_internal.h | 6 +++--- 4 files changed, 25 insertions(+), 13 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1c9528388..165e46bbe 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -8,6 +8,7 @@ Changes to the examples/bindings are included within the individual .cpp files i RELEASE NOTES: https://github.com/ocornut/imgui/releases REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master +FAQ https://www.dearimgui.org/faq/ WHEN TO UPDATE? @@ -34,6 +35,7 @@ HOW TO UPDATE? ----------------------------------------------------------------------- Breaking Changes: + - Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) @@ -63,6 +65,7 @@ Breaking Changes: adding multiple points into it, you may need to fix your initial value. Other Changes: + - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] @@ -118,6 +121,7 @@ Other Changes: Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74 Breaking Changes: + - Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) @@ -142,6 +146,7 @@ Breaking Changes: The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] Other Changes: + - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) - Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text @@ -274,6 +279,7 @@ Other Changes: Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72 Breaking Changes: + - Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): - ImGuiCol_Column*, ImGuiSetCond_* enums. - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. @@ -285,6 +291,7 @@ Breaking Changes: Kept redirection function (will obsolete). (#581, #324) Other Changes: + - Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604) @@ -357,6 +364,7 @@ Other Changes: Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71 Breaking Changes: + - IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). - Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now @@ -367,6 +375,7 @@ Breaking Changes: to the creation of overlapping child windows. Please reach out if you are affected by this change! Other Changes: + - Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. @@ -439,6 +448,7 @@ Other Changes: Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70 Breaking Changes: + - ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear a little thicker now. (#2518) [@rmitton] @@ -451,6 +461,7 @@ Breaking Changes: on them but it is possible you have!). Other Changes: + - ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value to request the renderer back-end to reset its render state. (#2037, #1639, #2452) Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each diff --git a/imgui.cpp b/imgui.cpp index 899a323b0..3fa63e0d6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3766,7 +3766,7 @@ void ImGui::NewFrame() window->Active = false; window->WriteAccessed = false; - // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + // Garbage collect transient buffers of recently unused windows if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) GcCompactTransientWindowBuffers(window); } @@ -3887,7 +3887,7 @@ void ImGui::Shutdown(ImGuiContext* context) IM_DELETE(g.Windows[i]); g.Windows.clear(); g.WindowsFocusOrder.clear(); - g.WindowsSortBuffer.clear(); + g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); @@ -4123,19 +4123,19 @@ void ImGui::EndFrame() // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because childs may not exist yet - g.WindowsSortBuffer.resize(0); - g.WindowsSortBuffer.reserve(g.Windows.Size); + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; - AddWindowToSortBuffer(&g.WindowsSortBuffer, window); + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); } // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. - IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); - g.Windows.swap(g.WindowsSortBuffer); + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; // Unlock font atlas @@ -10119,6 +10119,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) }; Funcs::NodeWindows(g.Windows, "Windows"); + //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) { for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6bee207b3..54b3a9f6e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1790,7 +1790,7 @@ static void ShowDemoWindowLayout() // Child 1: no border, enable horizontal scrollbar { ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0); - ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) { ImGui::Text("%04d: scrollable region", i); @@ -1808,7 +1808,7 @@ static void ShowDemoWindowLayout() { ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar); ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags); + ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -1841,7 +1841,7 @@ static void ShowDemoWindowLayout() { ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); - ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); + ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) ImGui::Text("Some test %d", n); ImGui::EndChild(); diff --git a/imgui_internal.h b/imgui_internal.h index 6df524333..462211596 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1006,8 +1006,8 @@ struct ImGuiContext // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front - ImVector WindowsSortBuffer; + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame @@ -1424,7 +1424,7 @@ struct IMGUI_API ImGuiWindowTempData // Storage for one window struct IMGUI_API ImGuiWindow { - char* Name; + char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ ImVec2 Pos; // Position (always rounded-up to nearest pixel) From d19297e2fa930f4bbcfd0d586c6dabea4988154a Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 14:10:43 +0100 Subject: [PATCH 635/687] InputTextMultiline: Provide label to BeginChildEx so internal window name hold a little more context. --- imgui_widgets.cpp | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index d5eed2cde..a5aa86b14 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3458,14 +3458,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - if (!BeginChildFrame(id, frame_bb.GetSize())) + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) { - EndChildFrame(); + EndChild(); EndGroup(); return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. inner_size.x -= draw_window->ScrollbarSizes.x; } else @@ -4151,7 +4160,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line - EndChildFrame(); + EndChild(); EndGroup(); } From d9bca0d8531b8c6fca08cf883781fc0776418222 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 14:17:43 +0100 Subject: [PATCH 636/687] Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 165e46bbe..30a2a7804 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -68,6 +68,8 @@ Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. +- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected + the current root window instead of always selecting the previous root window. (#787) - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since diff --git a/imgui.cpp b/imgui.cpp index 3fa63e0d6..0d13896ea 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8766,7 +8766,7 @@ static void ImGui::NavUpdateWindowing() if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; From fb257eef3e63dd589325a1db66478c5dfbe3dbe7 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 17:43:35 +0100 Subject: [PATCH 637/687] Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL. --- imgui.cpp | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 0d13896ea..fac95013a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5402,6 +5402,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) window->NavLastIds[0] = 0; + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; @@ -5443,8 +5447,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); @@ -6037,8 +6039,8 @@ void ImGui::FocusWindow(ImGuiWindow* window) return; // Move the root window to the top of the pile - if (window->RootWindow) - window = window->RootWindow; + IM_ASSERT(window->RootWindow != NULL); + window = window->RootWindow; // Steal focus on active widgets if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. @@ -7823,7 +7825,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, // and needs some explanation or serious refactoring. void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) { @@ -8295,7 +8297,8 @@ static void ImGui::NavUpdate() if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); #endif - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (nav_gamepad_active) From fc41839cabb173b07897726abb9187061e3a44fa Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 18:27:40 +0100 Subject: [PATCH 638/687] Focus: Reworking FocusWindow() so in Docking branch we can fix CTRL+Tab being out of order on Docked windows because WindowsFocusOreder is poorly maintained. When merging this and d9bca0d8 in Docking we'll replace two ocurrences of RootWindow with RootWindowDockStop. --- imgui.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index fac95013a..6d44419d3 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6040,17 +6040,18 @@ void ImGui::FocusWindow(ImGuiWindow* window) // Move the root window to the top of the pile IM_ASSERT(window->RootWindow != NULL); - window = window->RootWindow; + ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window->RootWindow; // Steal focus on active widgets - if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + if (focus_front_window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement may be unnecessary? Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) ClearActiveID(); // Bring to front - BringWindowToFocusFront(window); - if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToDisplayFront(window); + BringWindowToFocusFront(focus_front_window); + if ((display_front_window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) From fc42528f134a3aec1f6c34daec6f26390e7b29b5 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 31 Jan 2020 18:28:25 +0100 Subject: [PATCH 639/687] When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 30a2a7804..099f8f083 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -78,6 +78,8 @@ Other Changes: - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] +- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we + test both the focused/clicked window (which could be a child window) and the root window. - ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] - ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. diff --git a/imgui.cpp b/imgui.cpp index 6d44419d3..4f2993b45 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6050,7 +6050,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) // Bring to front BringWindowToFocusFront(focus_front_window); - if ((display_front_window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } From 5a437f198ce39b923dc1a04c7fbfe7c64a283e25 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 2 Feb 2020 21:01:22 +0100 Subject: [PATCH 640/687] Internals: GetItemStatusFlags(). Added Comments. --- imgui_internal.h | 35 +++++++++++++++++++++-------------- 1 file changed, 21 insertions(+), 14 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 462211596..85dcce208 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1258,7 +1258,7 @@ struct ImGuiContext NavInitResultId = 0; NavMoveFromClampedRefRect = false; NavMoveRequest = false; - NavMoveRequestFlags = 0; + NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; @@ -1277,11 +1277,11 @@ struct ImGuiContext MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSourceOrTarget = false; - DragDropSourceFlags = 0; + DragDropSourceFlags = ImGuiDragDropFlags_None; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; - DragDropAcceptFlags = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; @@ -1395,7 +1395,7 @@ struct IMGUI_API ImGuiWindowTempData GroupOffset = ImVec1(0.0f); LastItemId = 0; - LastItemStatusFlags = 0; + LastItemStatusFlags = ImGuiItemStatusFlags_None; LastItemRect = LastItemDisplayRect = ImRect(); NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; @@ -1570,7 +1570,7 @@ struct ImGuiTabItem float Width; // Width currently displayed float ContentWidth; // Width of actual contents, stored during BeginTabItem() call - ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1617,6 +1617,7 @@ struct ImGuiTabBar namespace ImGui { + // Windows // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. @@ -1625,11 +1626,6 @@ namespace ImGui inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); - IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); - IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); - IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); @@ -1638,9 +1634,15 @@ namespace ImGui IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); - IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); - IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + + // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. @@ -1672,6 +1674,7 @@ namespace ImGui // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -1680,7 +1683,7 @@ namespace ImGui IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); - IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes) // Basic Helpers for widget code @@ -1749,7 +1752,7 @@ namespace ImGui IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - // New Columns API (FIXME-WIP) + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); @@ -1852,6 +1855,10 @@ namespace ImGui IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Garbage collection + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Tools inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } From 83efdcec8d564f9750220a7b5cf034d96b56c834 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 3 Feb 2020 10:29:08 +0200 Subject: [PATCH 641/687] Canceling text input with [esc] key uses stb_textedit facilities to restore original value. This makes restoration undoable using hotkeys. Fixes #3008. --- docs/CHANGELOG.txt | 1 + imgui_widgets.cpp | 19 +++++++++++++++++++ 2 files changed, 20 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 099f8f083..9a60ef286 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -76,6 +76,7 @@ Other Changes: those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] - ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- InputText: Fix crash when executing undo action after clearing input with ESC (#3008). [@rokups] - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] - Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a5aa86b14..777530bf3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3828,6 +3828,25 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; + + // Select all text + state->OnKeyPressed(STB_TEXTEDIT_K_TEXTSTART); + state->OnKeyPressed(STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT); + + // Paste converted text or empty buffer + if (state->InitialTextA.size() > 1) + { + ImVector w_text; + const char* apply_new_text_end = apply_new_text + apply_new_text_length + 1; + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text_end)); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text_end); + ImStb::stb_textedit_paste(state, &state->Stb, w_text.Data, w_text.Size); + } + else + { + ImWchar empty = 0; + ImStb::stb_textedit_paste(state, &state->Stb, &empty, 0); + } } } From bdbb2b21f5643089329e314fa64e92767f89d709 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 3 Feb 2020 16:37:54 +0100 Subject: [PATCH 642/687] Fix 83efdcec from overflowing buffer + make it a single undo records + comments (#3008) --- docs/CHANGELOG.txt | 3 ++- imgui_widgets.cpp | 40 +++++++++++++++++++++++----------------- 2 files changed, 25 insertions(+), 18 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9a60ef286..1970a63b9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -76,7 +76,8 @@ Other Changes: those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] - ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. -- InputText: Fix crash when executing undo action after clearing input with ESC (#3008). [@rokups] +- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a + byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008). - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] - Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 777530bf3..67bba187b 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3271,8 +3271,25 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() } +} // namespace ImStb + void ImGuiInputTextState::OnKeyPressed(int key) { stb_textedit_key(this, &Stb, key); @@ -3826,27 +3843,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { + // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; - - // Select all text - state->OnKeyPressed(STB_TEXTEDIT_K_TEXTSTART); - state->OnKeyPressed(STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT); - - // Paste converted text or empty buffer - if (state->InitialTextA.size() > 1) + ImVector w_text; + if (apply_new_text_length > 0) { - ImVector w_text; - const char* apply_new_text_end = apply_new_text + apply_new_text_length + 1; - w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text_end)); - ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text_end); - ImStb::stb_textedit_paste(state, &state->Stb, w_text.Data, w_text.Size); - } - else - { - ImWchar empty = 0; - ImStb::stb_textedit_paste(state, &state->Stb, &empty, 0); + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } From f694244dec94ca67666d767fd5be59faf74686b9 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 4 Feb 2020 15:19:49 +0100 Subject: [PATCH 643/687] InputText: Fix using a combination of _CallbackResize + _EnterReturnsTrue + lack of persisting user storage. (#3009) Amend 24ff25981 (#2006, #1443, #1008) --- docs/CHANGELOG.txt | 4 ++++ imgui_widgets.cpp | 9 +++++++-- 2 files changed, 11 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1970a63b9..8ea4737f6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -78,6 +78,10 @@ Other Changes: - ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. - InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008). +- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the + _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting + user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back + from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009) - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. - Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] - Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 67bba187b..5faa31b2e 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3857,7 +3857,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { @@ -3951,8 +3952,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Copy result to user buffer if (apply_new_text) { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); - if (backup_current_text_length != apply_new_text_length && is_resizable) + if (is_resizable) { ImGuiInputTextCallbackData callback_data; callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; @@ -3967,6 +3971,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); IM_ASSERT(apply_new_text_length <= buf_size); } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); From d37d25470af52d9d2d83ce887e1a50cab9882416 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 9 Feb 2020 17:06:58 +0100 Subject: [PATCH 644/687] Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 1 + imconfig.h | 10 ++++++---- imgui.cpp | 4 ++++ imgui.h | 4 ++++ imgui_demo.cpp | 4 ++++ imgui_draw.cpp | 4 ++++ imgui_internal.h | 3 +++ imgui_widgets.cpp | 4 ++++ 9 files changed, 31 insertions(+), 4 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8ea4737f6..fb8c0fc5a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -95,6 +95,7 @@ Other Changes: - Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups] - Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. - Misc: Disable format checks when using stb_printf, to allow using extra formats. Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] - Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp diff --git a/docs/TODO.txt b/docs/TODO.txt index f0d5c90ba..9f102d7fb 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -80,6 +80,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: expose CursorPos in char filter event (#816) + - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active. - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701) - input text: hover tooltip could show unclamped text diff --git a/imconfig.h b/imconfig.h index 6724e40fe..09bfd16c9 100644 --- a/imconfig.h +++ b/imconfig.h @@ -14,6 +14,7 @@ #pragma once //---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts @@ -25,10 +26,11 @@ //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. -//#define IMGUI_DISABLE_DEMO_WINDOWS -//#define IMGUI_DISABLE_METRICS_WINDOW +//---- Disable all of Dear ImGui or don't implement standard windows. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. diff --git a/imgui.cpp b/imgui.cpp index 4f2993b45..d1bf26397 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -791,6 +791,8 @@ CODE #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -10282,3 +10284,5 @@ void ImGui::ShowMetricsWindow(bool*) { } #endif //----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/imgui.h b/imgui.h index 4cbe196ee..75a4578b3 100644 --- a/imgui.h +++ b/imgui.h @@ -45,6 +45,8 @@ Index of this file: #include "imconfig.h" #endif +#ifndef IMGUI_DISABLE + //----------------------------------------------------------------------------- // Header mess //----------------------------------------------------------------------------- @@ -2275,3 +2277,5 @@ struct ImFont #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 54b3a9f6e..6fef81c4b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -65,6 +65,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf @@ -4866,3 +4868,5 @@ void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/imgui_draw.cpp b/imgui_draw.cpp index b457b5320..41a7aff8c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -27,6 +27,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -3458,3 +3460,5 @@ static const char* GetDefaultCompressedFontDataTTFBase85() { return proggy_clean_ttf_compressed_data_base85; } + +#endif // #ifndef IMGUI_DISABLE diff --git a/imgui_internal.h b/imgui_internal.h index 85dcce208..47af16fb5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -22,6 +22,7 @@ Index of this file: */ #pragma once +#ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- // Header mess @@ -1912,3 +1913,5 @@ extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const cha #ifdef _MSC_VER #pragma warning (pop) #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5faa31b2e..c5509601d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -33,6 +33,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -7704,3 +7706,5 @@ void ImGui::Columns(int columns_count, const char* id, bool border) } //------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE From 58b3e02b95b4c7c5bb9128a28c6d55546501bf93 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 9 Feb 2020 17:36:00 +0100 Subject: [PATCH 645/687] Version 1.75 Comments --- .github/issue_template.md | 14 +++++++------- docs/CHANGELOG.txt | 10 ++++++---- docs/README.md | 1 + examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 4 ++-- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 10 files changed, 24 insertions(+), 21 deletions(-) diff --git a/.github/issue_template.md b/.github/issue_template.md index e2c30e075..3812ad0b0 100644 --- a/.github/issue_template.md +++ b/.github/issue_template.md @@ -1,16 +1,16 @@ -(Click "Preview" to turn any http URL into a clickable link) +(Click "Preview" above ^ to turn URL into clickable links) 1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) -2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261 +2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261) -2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org). +3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org). -3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2). +4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2). -4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. +5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. -5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. +6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. Thank you! @@ -39,7 +39,7 @@ XXX _(you can drag files here)_ **Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_ ``` -// Please do not forget this! +// Here's some code anyone can copy and paste to reproduce your issue ImGui::Begin("Example Bug"); MoreCodeToExplainMyIssue(); ImGui::End(); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index fb8c0fc5a..736cb4472 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -31,9 +31,11 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.75 WIP (In Progress) + VERSION 1.75 (Released 2020-02-10) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.75 + Breaking Changes: - Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): @@ -55,14 +57,14 @@ Breaking Changes: documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API which can be implemented faster. Also clarified pre-existing constraints which weren't documented (can only unreserve from the last reserve call). If you suspect you ever - used that feature before, #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing - calls. [@ShironekoBen] + used that feature before (very unlikely, but grep for call to PrimReserve in your code), + you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius. - Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code technically supports it, future code may not so we're putting the restriction ahead. - imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by - adding multiple points into it, you may need to fix your initial value. + adding points into it without explicit initialization, you may need to fix your initial value. Other Changes: diff --git a/docs/README.md b/docs/README.md index 37952f063..cc1ac39ec 100644 --- a/docs/README.md +++ b/docs/README.md @@ -193,6 +193,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo - Blizzard Entertainment - Google - Ubisoft +- Nvidia *Double-chocolate sponsors* - Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Aiden Koss, Kylotonn. diff --git a/examples/README.txt b/examples/README.txt index 5f45fad9e..5bd16be42 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.75 WIP + dear imgui, v1.75 ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index d1bf26397..1b78dd83c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (main code and documentation) // Help: diff --git a/imgui.h b/imgui.h index 75a4578b3..c2bbb7f71 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (headers) // Help: @@ -59,8 +59,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.75 WIP" -#define IMGUI_VERSION_NUM 17401 +#define IMGUI_VERSION "1.75" +#define IMGUI_VERSION_NUM 17500 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6fef81c4b..7664f1b4b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (demo code) // Help: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 41a7aff8c..4bb91ccfe 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (drawing and font code) /* @@ -360,7 +360,7 @@ ImDrawListSharedData::ImDrawListSharedData() const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); } - memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by + memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() } void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) diff --git a/imgui_internal.h b/imgui_internal.h index 47af16fb5..5de13c365 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c5509601d..6d2c95d99 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 WIP +// dear imgui, v1.75 // (widgets code) /* From d16c87a5b19e82b922e7a400b897f83d62c8715c Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Feb 2020 16:44:28 +0100 Subject: [PATCH 646/687] Internals: Minor renaming --- imgui_draw.cpp | 5 +++-- imgui_internal.h | 2 +- misc/freetype/imgui_freetype.cpp | 2 +- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 4bb91ccfe..5c9d2c6a7 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1942,7 +1942,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); - ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; @@ -2194,7 +2194,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } -void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) +// Register default custom rectangles (this is called/shared by both the stb_truetype and the FreeType builder) +void ImFontAtlasBuildInit(ImFontAtlas* atlas) { if (atlas->CustomRectIds[0] >= 0) return; diff --git a/imgui_internal.h b/imgui_internal.h index 5de13c365..8c1de54ee 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1868,7 +1868,7 @@ namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 6695fb651..fb2b399d3 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -317,7 +317,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns { IM_ASSERT(atlas->ConfigData.Size > 0); - ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; From f346b4b3021a83ea920dbf4348b2aa208c9bb0b9 Mon Sep 17 00:00:00 2001 From: coding_jackalope Date: Fri, 7 Feb 2020 12:48:59 -0800 Subject: [PATCH 647/687] Examples: SDL+Metal example. --- examples/example_sdl_metal/Makefile | 46 +++++++ examples/example_sdl_metal/main.mm | 190 ++++++++++++++++++++++++++++ examples/imgui_impl_sdl.cpp | 33 +++++ examples/imgui_impl_sdl.h | 2 + 4 files changed, 271 insertions(+) create mode 100644 examples/example_sdl_metal/Makefile create mode 100644 examples/example_sdl_metal/main.mm diff --git a/examples/example_sdl_metal/Makefile b/examples/example_sdl_metal/Makefile new file mode 100644 index 000000000..9d0d5e0f0 --- /dev/null +++ b/examples/example_sdl_metal/Makefile @@ -0,0 +1,46 @@ +# +# You will need SDL2 (http://www.libsdl.org): +# brew install sdl2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl_metal +SOURCES = main.mm +SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm +SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += `sdl2-config --libs` +LIBS += -L/usr/local/lib + +CXXFLAGS = -I../ -I../../ -I/usr/local/include +CXXFLAGS += `sdl2-config --cflags` +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/examples/example_sdl_metal/main.mm b/examples/example_sdl_metal/main.mm new file mode 100644 index 000000000..7801ca145 --- /dev/null +++ b/examples/example_sdl_metal/main.mm @@ -0,0 +1,190 @@ +// ImGui - standalone example application for GLFW + Metal, using programmable pipeline +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_metal.h" + +#include "SDL.h" + +#import +#import + +#include + +int main(int, char**) +{ + // Setup Dear ImGui binding + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + SDL_Window* window = SDL_CreateWindow( + "Dear ImGui SDL+Metal example", + SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, + 1280, + 720, + SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI + ); + + if (window == NULL) + { + printf("Error creating window: %s\n", SDL_GetError()); + return -2; + } + + SDL_Renderer* renderer = SDL_CreateRenderer( + window, + -1, + SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC + ); + + if (renderer == NULL) + { + printf("Error creating renderer: %s\n", SDL_GetError()); + return -3; + } + + CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + ImGui_ImplMetal_Init(layer.device); + ImGui_ImplSDL2_InitForMetal(window); + + id commandQueue = [layer.device newCommandQueue]; + MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + bool done = false; + while (!done) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + int width, height; + SDL_GetRendererOutputSize(renderer, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplSDL2_NewFrame_Metal(window); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 32722bf62..aac3b82ce 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -212,6 +212,11 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) return ImGui_ImplSDL2_Init(window); } +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window); +} + void ImGui_ImplSDL2_Shutdown() { g_Window = NULL; @@ -359,3 +364,31 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } + +void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplMetal_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + SDL_Renderer* renderer = SDL_GetRenderer(window); + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + SDL_GetRendererOutputSize(renderer, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); + g_Time = current_time; + + ImGui_ImplSDL2_UpdateMousePosAndButtons(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 376e622c7..42da71ed3 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -22,6 +22,8 @@ typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); From 21b9e42964cfaa44b949b701fea37f2e6012e319 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Mon, 10 Feb 2020 16:13:29 +0200 Subject: [PATCH 648/687] Minor fixes to example_sdl_metal and a changelog entry. Add example_sdl_metal to CI builds. Closes #3017. --- .github/workflows/build.yml | 3 +++ docs/CHANGELOG.txt | 9 +++++++ examples/README.txt | 6 ++++- examples/example_glfw_metal/main.mm | 8 +++---- examples/example_glfw_opengl2/main.cpp | 2 +- examples/example_glfw_opengl3/main.cpp | 2 +- examples/example_sdl_directx11/main.cpp | 2 +- examples/example_sdl_metal/main.mm | 31 ++++++++----------------- examples/example_sdl_opengl2/main.cpp | 2 +- examples/example_sdl_opengl3/main.cpp | 2 +- examples/imgui_impl_sdl.cpp | 28 ---------------------- examples/imgui_impl_sdl.h | 3 +-- 12 files changed, 37 insertions(+), 61 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index a874bfff8..ff83bd3d1 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -241,6 +241,9 @@ jobs: - name: Build example_glfw_metal run: make -C examples/example_glfw_metal + - name: Build example_sdl_metal + run: make -C examples/example_sdl_metal + - name: Build example_sdl_opengl2 run: make -C examples/example_sdl_opengl2 if: github.event_name == 'schedule' diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 736cb4472..66c5160a2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -30,6 +30,15 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.76 WIP (In Progress) +----------------------------------------------------------------------- + +Other Changes: + +- Backends: Added SDL2+Metal example application. (#3017) [@coding-jackalope] + + ----------------------------------------------------------------------- VERSION 1.75 (Released 2020-02-10) ----------------------------------------------------------------------- diff --git a/examples/README.txt b/examples/README.txt index 5bd16be42..5d07a210c 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -190,7 +190,7 @@ example_empscripten: example_glfw_metal/ GLFW (Mac) + Metal example. - = main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm. + = main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm example_glfw_opengl2/ GLFW + OpenGL2 example (legacy, fixed pipeline). @@ -237,6 +237,10 @@ example_sdl_directx11/ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp This to demonstrate usage of DirectX with SDL. +example_sdl_metal/ + SDL2 (Mac) + Metal example. + = main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm + example_sdl_opengl2/ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 45dbb37bb..d6f9ae3f6 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -1,9 +1,11 @@ -// ImGui - standalone example application for GLFW + Metal, using programmable pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// dear imgui: standalone example application for GLFW + Metal, using programmable pipeline +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_metal.h" +#include #define GLFW_INCLUDE_NONE #define GLFW_EXPOSE_NATIVE_COCOA @@ -13,8 +15,6 @@ #import #import -#include - static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 5630b6c39..a50b46377 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -1,6 +1,6 @@ // dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the example_glfw_opengl2/ folder** diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index ef7ddfed9..55b379deb 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -1,6 +1,6 @@ // dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) #include "imgui.h" #include "imgui_impl_glfw.h" diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index 812b40f4a..0a97325d2 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -1,6 +1,6 @@ // dear imgui: standalone example application for SDL2 + DirectX 11 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) #include "imgui.h" #include "imgui_impl_sdl.h" diff --git a/examples/example_sdl_metal/main.mm b/examples/example_sdl_metal/main.mm index 7801ca145..3cb1ea4d3 100644 --- a/examples/example_sdl_metal/main.mm +++ b/examples/example_sdl_metal/main.mm @@ -1,17 +1,16 @@ -// ImGui - standalone example application for GLFW + Metal, using programmable pipeline -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// Dear ImGui: standalone example application for SDL2 + Metal +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) #include "imgui.h" #include "imgui_impl_sdl.h" #include "imgui_impl_metal.h" - -#include "SDL.h" +#include +#include #import #import -#include - int main(int, char**) { // Setup Dear ImGui binding @@ -49,27 +48,17 @@ int main(int, char**) return -1; } - SDL_Window* window = SDL_CreateWindow( - "Dear ImGui SDL+Metal example", - SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, - 1280, - 720, - SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI - ); + // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. + SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); if (window == NULL) { printf("Error creating window: %s\n", SDL_GetError()); return -2; } - SDL_Renderer* renderer = SDL_CreateRenderer( - window, - -1, - SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC - ); - + SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (renderer == NULL) { printf("Error creating renderer: %s\n", SDL_GetError()); @@ -125,7 +114,7 @@ int main(int, char**) // Start the Dear ImGui frame ImGui_ImplMetal_NewFrame(renderPassDescriptor); - ImGui_ImplSDL2_NewFrame_Metal(window); + ImGui_ImplSDL2_NewFrame(window); ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index b55cb22f3..ff54ec411 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -1,6 +1,6 @@ // dear imgui: standalone example application for SDL2 + OpenGL // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the example_sdl_opengl3/ folder** diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index a0cfe2404..20801a194 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -1,6 +1,6 @@ // dear imgui: standalone example application for SDL2 + OpenGL // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. -// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) #include "imgui.h" diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index aac3b82ce..69172622a 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -364,31 +364,3 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } - -void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window) -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplMetal_NewFrame()."); - - // Setup display size (every frame to accommodate for window resizing) - SDL_Renderer* renderer = SDL_GetRenderer(window); - int w, h; - int display_w, display_h; - SDL_GetWindowSize(window, &w, &h); - SDL_GetRendererOutputSize(renderer, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); - - // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) - static Uint64 frequency = SDL_GetPerformanceFrequency(); - Uint64 current_time = SDL_GetPerformanceCounter(); - io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); - g_Time = current_time; - - ImGui_ImplSDL2_UpdateMousePosAndButtons(); - ImGui_ImplSDL2_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplSDL2_UpdateGamepads(); -} diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 42da71ed3..a672ca838 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -22,8 +22,7 @@ typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); -IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); From d8948b5343fb0102fcea304969a8ba5063362728 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Feb 2020 21:23:34 +0100 Subject: [PATCH 649/687] ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default. --- docs/CHANGELOG.txt | 2 ++ imgui.h | 3 ++- imgui_demo.cpp | 4 +++- imgui_widgets.cpp | 19 +++++++++++++------ 4 files changed, 20 insertions(+), 8 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 66c5160a2..d071c7de9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Other Changes: +- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced + by default for standalone ColorButton. - Backends: Added SDL2+Metal example application. (#3017) [@coding-jackalope] diff --git a/imgui.h b/imgui.h index c2bbb7f71..a7b191ee9 100644 --- a/imgui.h +++ b/imgui.h @@ -60,7 +60,7 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.75" -#define IMGUI_VERSION_NUM 17500 +#define IMGUI_VERSION_NUM 17501 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) @@ -1158,6 +1158,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7664f1b4b..32579d19a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1264,7 +1264,9 @@ static void ShowDemoWindowWidgets() } ImGui::Text("Color button only:"); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80)); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80,80)); ImGui::Text("Color picker:"); static bool alpha = true; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6d2c95d99..a892b15a7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4956,8 +4956,12 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; - float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. - bb_inner.Expand(off); + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); @@ -4974,10 +4978,13 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); } RenderNavHighlight(bb, id); - if (g.Style.FrameBorderSize > 0.0f) - RenderFrameBorder(bb.Min, bb.Max, rounding); - else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } // Drag and Drop Source // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. From 70975fe44d22dc758c5b6ba430107ee2b4a16b74 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Feb 2020 22:08:52 +0100 Subject: [PATCH 650/687] Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. --- docs/CHANGELOG.txt | 5 ++++- imgui_demo.cpp | 22 +++++++++++++++++++++- 2 files changed, 25 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d071c7de9..b96c0d66f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,7 +38,10 @@ Other Changes: - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. -- Backends: Added SDL2+Metal example application. (#3017) [@coding-jackalope] +- Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. +- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function + currently does nothing). +- Examples: Added SDL2+Metal example application. (#3017) [@coding-jackalope] ----------------------------------------------------------------------- diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 32579d19a..2a1676d60 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4471,7 +4471,6 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) circle_segments_override = true; ImGui::ColorEdit4("Color", &colf.x); - ImGui::PopItemWidth(); const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; @@ -4510,6 +4509,27 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); + + // Draw black and white gradients + static int gradient_steps = 16; + ImGui::Separator(); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Gradient steps"); + ImGui::SameLine(); if (ImGui::RadioButton("16", gradient_steps == 16)) { gradient_steps = 16; } + ImGui::SameLine(); if (ImGui::RadioButton("32", gradient_steps == 32)) { gradient_steps = 32; } + ImGui::SameLine(); if (ImGui::RadioButton("256", gradient_steps == 256)) { gradient_steps = 256; } + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), 64.0f); + x = ImGui::GetCursorScreenPos().x; + y = ImGui::GetCursorScreenPos().y; + for (int n = 0; n < gradient_steps; n++) + { + float f = n / (float)gradient_steps; + ImU32 col32 = ImGui::GetColorU32(ImVec4(f, f, f, 1.0f)); + draw_list->AddRectFilled(ImVec2(x + gradient_size.x * (n / (float)gradient_steps), y), ImVec2(x + gradient_size.x * ((n+1) / (float)gradient_steps), y + gradient_size.y), col32); + } + ImGui::InvisibleButton("##gradient", gradient_size); + + ImGui::PopItemWidth(); ImGui::EndTabItem(); } From 30bb15672d158864aa19914a0dc5f64c27358d14 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 10 Feb 2020 23:22:03 +0100 Subject: [PATCH 651/687] Remove trailing spaces --- imconfig.h | 6 +++--- imgui.cpp | 2 +- imgui.h | 4 ++-- imgui_internal.h | 6 +++--- imgui_widgets.cpp | 6 +++--- 5 files changed, 12 insertions(+), 12 deletions(-) diff --git a/imconfig.h b/imconfig.h index 09bfd16c9..4f629795b 100644 --- a/imconfig.h +++ b/imconfig.h @@ -26,10 +26,10 @@ //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//---- Disable all of Dear ImGui or don't implement standard windows. +//---- Disable all of Dear ImGui or don't implement standard windows. // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. -//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. -//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. //#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. diff --git a/imgui.cpp b/imgui.cpp index 1b78dd83c..a5dd85a3f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4159,7 +4159,7 @@ void ImGui::Render() g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; g.DrawDataBuilder.Clear(); - + // Add background ImDrawList if (!g.BackgroundDrawList.VtxBuffer.empty()) AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); diff --git a/imgui.h b/imgui.h index a7b191ee9..60bd9395b 100644 --- a/imgui.h +++ b/imgui.h @@ -1944,8 +1944,8 @@ struct ImDrawList // Primitives // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. - // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). - // In future versions we will use textures to provide cheaper and higher-quality circles. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In future versions we will use textures to provide cheaper and higher-quality circles. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = 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 diff --git a/imgui_internal.h b/imgui_internal.h index 8c1de54ee..a5cbb05c5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -431,10 +431,10 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on - ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button + ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button - + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, ImGuiButtonFlags_MouseButtonShift_ = 16, ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, @@ -1642,7 +1642,7 @@ namespace ImGui IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); - + // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index a892b15a7..de4037181 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3273,8 +3273,8 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" -// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling -// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); @@ -3859,7 +3859,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) From ccaec1a270970ee550bc7586468ffbe7ebcb71ac Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Feb 2020 16:56:56 +0100 Subject: [PATCH 652/687] Version 1.76 WIP --- examples/README.txt | 2 +- imgui.cpp | 2 +- imgui.h | 6 +++--- imgui_demo.cpp | 2 +- imgui_draw.cpp | 2 +- imgui_internal.h | 2 +- imgui_widgets.cpp | 2 +- 7 files changed, 9 insertions(+), 9 deletions(-) diff --git a/examples/README.txt b/examples/README.txt index 5d07a210c..146d79ee4 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,5 +1,5 @@ ----------------------------------------------------------------------- - dear imgui, v1.75 + dear imgui, v1.76 WIP ----------------------------------------------------------------------- examples/README.txt (This is the README file for the examples/ folder. See docs/ for more documentation) diff --git a/imgui.cpp b/imgui.cpp index a5dd85a3f..53b05aa47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (main code and documentation) // Help: diff --git a/imgui.h b/imgui.h index 60bd9395b..ac2b4c692 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (headers) // Help: @@ -59,8 +59,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.75" -#define IMGUI_VERSION_NUM 17501 +#define IMGUI_VERSION "1.76 WIP" +#define IMGUI_VERSION_NUM 17502 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 2a1676d60..737d9c3c9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (demo code) // Help: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 5c9d2c6a7..ab45bbb74 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index a5cbb05c5..450318dad 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index de4037181..ef154760a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.75 +// dear imgui, v1.76 WIP // (widgets code) /* From d284a6cffc6d86edf9281b7acf869fc85c034702 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Feb 2020 18:53:57 +0100 Subject: [PATCH 653/687] InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515) --- docs/CHANGELOG.txt | 3 + imgui.h | 6 +- imgui_demo.cpp | 9 +-- imgui_draw.cpp | 144 ++++++++++++++++++++++++--------------------- 4 files changed, 89 insertions(+), 73 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b96c0d66f..4216ab50a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -38,6 +38,9 @@ Other Changes: - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. +- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' + glyph. (#2149, #515) +- Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. - Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. - Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function currently does nothing). diff --git a/imgui.h b/imgui.h index ac2b4c692..7dfc891a1 100644 --- a/imgui.h +++ b/imgui.h @@ -2068,9 +2068,12 @@ struct ImFontConfig IMGUI_API ImFontConfig(); }; +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - ImWchar Codepoint; // 0x0000..0xFFFF + unsigned int Codepoint : 31; // 0x0000..0xFFFF + unsigned int Visible : 1; // Flag to allow early out when rendering float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates @@ -2265,6 +2268,7 @@ struct ImFont IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API void SetFallbackChar(ImWchar c); }; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 737d9c3c9..c5f845ded 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1040,11 +1040,11 @@ static void ShowDemoWindowWidgets() static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); ImGui::Text("Password input"); - static char bufpass[64] = "password123"; - ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_CharsNoBlank); ImGui::TreePop(); } @@ -3465,6 +3465,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::BeginTooltip(); ImGui::Text("Codepoint: U+%04X", base + n); ImGui::Separator(); + ImGui::Text("Visible: %d", glyph->Visible); ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index ab45bbb74..b34358d67 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2622,6 +2622,7 @@ void ImFont::BuildLookupTable() for (int i = 0; i != Glyphs.Size; i++) max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + // Build lookup table IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); @@ -2638,7 +2639,7 @@ void ImFont::BuildLookupTable() // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); @@ -2648,6 +2649,11 @@ void ImFont::BuildLookupTable() IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); } + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup fall-backs FallbackGlyph = FindGlyphNoFallback(FallbackChar); FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; for (int i = 0; i < max_codepoint + 1; i++) @@ -2655,6 +2661,12 @@ void ImFont::BuildLookupTable() IndexAdvanceX[i] = FallbackAdvanceX; } +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + void ImFont::SetFallbackChar(ImWchar c) { FallbackChar = c; @@ -2676,7 +2688,8 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, { Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (ImWchar)codepoint; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -2925,16 +2938,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { - if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) return; - if (const ImFontGlyph* glyph = FindGlyph(c)) - { - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x + DisplayOffset.x); - pos.y = IM_FLOOR(pos.y + DisplayOffset.y); - draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); - } + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const @@ -3047,73 +3058,70 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col continue; } - float char_width = 0.0f; - if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) { - char_width = glyph->AdvanceX * scale; - - // 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 as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) { - // 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 x1 = x + glyph->X0 * scale; - float x2 = x + glyph->X1 * scale; - float y1 = y + glyph->Y0 * scale; - float y2 = y + glyph->Y1 * scale; - if (x1 <= clip_rect.z && x2 >= clip_rect.x) + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) { - // Render a character - float u1 = glyph->U0; - float v1 = glyph->V0; - float u2 = glyph->U1; - float v2 = glyph->V1; - - // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. - if (cpu_fine_clip) + if (x1 < clip_rect.x) { - if (x1 < clip_rect.x) - { - u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); - x1 = clip_rect.x; - } - if (y1 < clip_rect.y) - { - v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); - y1 = clip_rect.y; - } - if (x2 > clip_rect.z) - { - u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); - x2 = clip_rect.z; - } - if (y2 > clip_rect.w) - { - v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); - y2 = clip_rect.w; - } - if (y1 >= y2) - { - x += char_width; - continue; - } + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; } - - // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + if (y1 < clip_rect.y) { - 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); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; - vtx_write += 4; - vtx_current_idx += 4; - idx_write += 6; + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. 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); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; } } } - x += char_width; } From b4ac420fc5c839982476bd2b24ffabd2668dc7d0 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 11 Feb 2020 19:31:33 +0100 Subject: [PATCH 654/687] Demo: Amend d284a6c (#2149, #515) --- imgui_demo.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c5f845ded..0d800cd4f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1043,8 +1043,8 @@ static void ShowDemoWindowWidgets() static char password[64] = "password123"; ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); - ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_CharsNoBlank); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); ImGui::TreePop(); } From 2bc3a92f9614c32283a28c61214b9247a3fbc21b Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 12 Feb 2020 16:10:58 +0100 Subject: [PATCH 655/687] Update README.md --- docs/README.md | 20 ++++++-------------- 1 file changed, 6 insertions(+), 14 deletions(-) diff --git a/docs/README.md b/docs/README.md index cc1ac39ec..a25e10f9b 100644 --- a/docs/README.md +++ b/docs/README.md @@ -190,24 +190,16 @@ Individuals: support continued maintenance and development via [PayPal](https:// Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: *Platinum-chocolate sponsors* -- Blizzard Entertainment -- Google -- Ubisoft -- Nvidia +- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/fr/ubisoft-commandite-la-bibliotheque-dinterface-utilisateur-pour-c-dear-imgui/) -*Double-chocolate sponsors* -- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Aiden Koss, Kylotonn. +*Double-chocolate and Salty caramel sponsors* +- DotEmu, Framefield, Kylotonn, Media Molecule, Mesh Consultants, Mobigame, Nadeo, Next Level Games, Remedy Entertainment, Supercell, Unit 2 Games. -*Salty caramel supporters* -- Remedy Entertainment, Next Level Games, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders. +From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). -*Caramel supporters* -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer. +**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** -And all other past and present supporters; THANK YOU! -(Please contact me if you would like to be added or removed from this list) - -Dear ImGui is using software and services kindly provided free of charge for open source projects: +Dear ImGui is using software and services provided free of charge for open source projects: - [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. - [GitHub actions](https://github.com/features/actions) for continuous integration systems. From f339b24b3a0b6270c5e1a70df66e39b87d1ccdc6 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 12 Feb 2020 16:19:54 +0100 Subject: [PATCH 656/687] Links, alphabetical order --- docs/README.md | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/README.md b/docs/README.md index a25e10f9b..72d35dedf 100644 --- a/docs/README.md +++ b/docs/README.md @@ -7,7 +7,7 @@ dear imgui Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ -Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations. +Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). ---- @@ -164,7 +164,7 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)! How to help ----------- @@ -183,17 +183,18 @@ Your contributions are keeping this project alive. The library is available unde Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
  _E-mail: contact @ dearimgui dot org_ -Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations. +Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). -### Sponsors +Sponsors +-------- Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: *Platinum-chocolate sponsors* -- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/fr/ubisoft-commandite-la-bibliotheque-dinterface-utilisateur-pour-c-dear-imgui/) +- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) *Double-chocolate and Salty caramel sponsors* -- DotEmu, Framefield, Kylotonn, Media Molecule, Mesh Consultants, Mobigame, Nadeo, Next Level Games, Remedy Entertainment, Supercell, Unit 2 Games. +- [DotEmu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). From 8601187feed8e2b937a8b07eb5a59b0ecebb49b4 Mon Sep 17 00:00:00 2001 From: Omar Date: Mon, 17 Feb 2020 10:11:26 +0100 Subject: [PATCH 657/687] Backends: Win32: Clarify how the WndProc handler requires a forward declaration. --- examples/example_win32_directx10/main.cpp | 4 +++- examples/example_win32_directx11/main.cpp | 4 +++- examples/example_win32_directx12/main.cpp | 4 +++- examples/example_win32_directx9/main.cpp | 4 +++- examples/imgui_impl_win32.cpp | 13 +++++++++---- examples/imgui_impl_win32.h | 10 +++++----- 6 files changed, 26 insertions(+), 13 deletions(-) diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 024e5eb7f..41833cb53 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -207,8 +207,10 @@ void CleanupRenderTarget() if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } } +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + // Win32 message handler -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index fe462e749..05de7433e 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -211,8 +211,10 @@ void CleanupRenderTarget() if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } } +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + // Win32 message handler -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 87235125d..139dea6e8 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -427,8 +427,10 @@ void ResizeSwapChain(HWND hWnd, int width, int height) assert(g_hSwapChainWaitableObject != NULL); } +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + // Win32 message handler -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 3586bd6fd..f510ca4db 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -202,8 +202,10 @@ void ResetDevice() ImGui_ImplDX9_CreateDeviceObjects(); } +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + // Win32 message handler -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 140e1e4b4..2740fe0ef 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. @@ -255,13 +255,18 @@ void ImGui_ImplWin32_NewFrame() #define DBT_DEVNODES_CHANGED 0x0007 #endif -// Process Win32 mouse/keyboard inputs. -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. +// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == NULL) diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index 93dc75a03..e4b9ec3a6 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. @@ -17,9 +17,9 @@ IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD //#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +// Win32 message handler +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on +// - You can COPY this line into your .cpp code to forward declare the function. #if 0 -IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif From ceec3cd3fd1c2331e45b18dd64d985a07328b4cc Mon Sep 17 00:00:00 2001 From: Omar Date: Mon, 17 Feb 2020 11:11:08 +0100 Subject: [PATCH 658/687] Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions. (backported from the docking branch) --- docs/CHANGELOG.txt | 4 ++ examples/imgui_impl_win32.cpp | 100 ++++++++++++++++++++++++++++++++++ examples/imgui_impl_win32.h | 10 ++++ 3 files changed, 114 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4216ab50a..f3d7cbfe8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -42,6 +42,10 @@ Other Changes: glyph. (#2149, #515) - Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. - Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. +- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), + ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). + Those functions makes it easier for example apps to support hi-dpi features without setting up + a manifest. - Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function currently does nothing). - Examples: Added SDL2+Metal example application. (#3017) [@coding-jackalope] diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 2740fe0ef..449922f57 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -28,6 +28,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). @@ -337,3 +338,102 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; } + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own back-end for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Implement some of the functions and types normally declared in recent Windows SDK. +#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) +static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) +{ + OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp }; + DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; + ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); + cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); + cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); + return ::VerifyVersionInfoW(&osvi, mask, cond); +} +#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE +#endif + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } + SetProcessDPIAware(); +} + +#ifdef _MSC_VER +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + } + else + { + const HDC dc = ::GetDC(NULL); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + ::ReleaseDC(NULL, dc); + } + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index e4b9ec3a6..daadf317b 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -23,3 +23,13 @@ IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); #if 0 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor From 09329ea4e6e7ff6d0f3ecbb16588a2ccd61dedd1 Mon Sep 17 00:00:00 2001 From: Omar Date: Mon, 17 Feb 2020 15:29:59 +0100 Subject: [PATCH 659/687] Fix Clang 9.0 zealous warnings --- imgui_demo.cpp | 2 +- imgui_draw.cpp | 6 +++--- imstb_truetype.h | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0d800cd4f..13a0e8c20 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -629,7 +629,7 @@ static void ShowDemoWindowWidgets() { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) {}; + if (ImGui::SmallButton("button")) {} ImGui::TreePop(); } } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index b34358d67..69d18945a 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -617,8 +617,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } -#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. @@ -680,7 +680,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_FIXNORMAL2F(dm_x, dm_y) + IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE; dm_y *= AA_SIZE; diff --git a/imstb_truetype.h b/imstb_truetype.h index 193338afb..7ccc13e8d 100644 --- a/imstb_truetype.h +++ b/imstb_truetype.h @@ -2538,11 +2538,11 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i // There are no other cases. STBTT_assert(0); break; - }; + } // [DEAR IMGUI] removed ; } } break; - }; + } // [DEAR IMGUI] removed ; default: // TODO: Implement other stuff. From b62f1ea8e914b66d1bfb58719d07d074eead0c8f Mon Sep 17 00:00:00 2001 From: Omar Date: Mon, 17 Feb 2020 16:07:46 +0100 Subject: [PATCH 660/687] Fix zealous PVS studio warnings. Minor tweaks. --- examples/example_win32_directx9/main.cpp | 6 +++--- examples/imgui_impl_dx9.cpp | 12 ++++++------ imgui_demo.cpp | 7 ++++--- imgui_internal.h | 2 +- imstb_truetype.h | 2 +- 5 files changed, 15 insertions(+), 14 deletions(-) diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index f510ca4db..331236250 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -136,9 +136,9 @@ int main(int, char**) // Rendering ImGui::EndFrame(); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 342f9d54e..03114aa82 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -60,16 +60,16 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 13a0e8c20..35fe94d99 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4524,9 +4524,10 @@ static void ShowExampleAppCustomRendering(bool* p_open) y = ImGui::GetCursorScreenPos().y; for (int n = 0; n < gradient_steps; n++) { - float f = n / (float)gradient_steps; - ImU32 col32 = ImGui::GetColorU32(ImVec4(f, f, f, 1.0f)); - draw_list->AddRectFilled(ImVec2(x + gradient_size.x * (n / (float)gradient_steps), y), ImVec2(x + gradient_size.x * ((n+1) / (float)gradient_steps), y + gradient_size.y), col32); + float f0 = n / (float)gradient_steps; + float f1 = (n + 1) / (float)gradient_steps; + ImU32 col32 = ImGui::GetColorU32(ImVec4(f0, f0, f0, 1.0f)); + draw_list->AddRectFilled(ImVec2(x + gradient_size.x * f0, y), ImVec2(x + gradient_size.x * f1, y + gradient_size.y), col32); } ImGui::InvisibleButton("##gradient", gradient_size); diff --git a/imgui_internal.h b/imgui_internal.h index 450318dad..d3a302577 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -866,7 +866,7 @@ struct ImGuiColumns // Helper function to calculate a circle's segment count given its radius and a "maximum error" value. #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos((_RAD - _MAXERROR) / _RAD)), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. diff --git a/imstb_truetype.h b/imstb_truetype.h index 7ccc13e8d..b4bdbd869 100644 --- a/imstb_truetype.h +++ b/imstb_truetype.h @@ -4132,7 +4132,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; - int i,j,n, return_value = 1; + int i,j,n, return_value; // [DEAR IMGUI] removed = 1 //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; From 8836975dcfc770731932ebec3bbb69579fb29071 Mon Sep 17 00:00:00 2001 From: Omar Date: Mon, 17 Feb 2020 17:41:45 +0100 Subject: [PATCH 661/687] Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. (#3025) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 8 ++++++++ 2 files changed, 10 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f3d7cbfe8..765b81d8b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,8 @@ HOW TO UPDATE? Other Changes: +- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking + branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' diff --git a/imgui.cpp b/imgui.cpp index 53b05aa47..85ecc45cb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3254,6 +3254,9 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() { ImGuiContext& g = *GImGui; @@ -8999,6 +9002,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask = ~(ImU64)0; } else { From ea3fc7603829a420d77ccb2862178bc2334b4b54 Mon Sep 17 00:00:00 2001 From: Omar Date: Tue, 18 Feb 2020 12:49:02 +0100 Subject: [PATCH 662/687] BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) --- docs/CHANGELOG.txt | 2 ++ imgui_widgets.cpp | 4 ++++ 2 files changed, 6 insertions(+) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 765b81d8b..4b2c1b26a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,8 @@ Other Changes: branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. +- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared + when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' glyph. (#2149, #515) - Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ef154760a..681745bc4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6345,6 +6345,10 @@ bool ImGui::BeginMenu(const char* label, bool enabled) flags |= ImGuiWindowFlags_ChildWindow; menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } return menu_is_open; } From 02a6c060804eed00b87604953a1f936a3e7f8609 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 18 Feb 2020 14:25:50 +0100 Subject: [PATCH 663/687] Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] Amend f843facba4d012e225fb55b198001dbfcd0cc099 and 8828889d5ec1d8fb9ddb72bab16d5e21ba8425c6 --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 8 ++------ 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4b2c1b26a..1c3edae52 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -44,6 +44,8 @@ Other Changes: when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' glyph. (#2149, #515) +- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child + window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] - Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. - Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. - Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), diff --git a/imgui.cpp b/imgui.cpp index 85ecc45cb..0b67534d1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5844,19 +5844,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); window->DC.GroupStack.resize(0); - - if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) - { - window->DC.ItemFlags = parent_window->DC.ItemFlags; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + if (parent_window) window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); - } if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; From 03453246464cdd414c2f76d4a2569d2d5511870b Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 20 Feb 2020 12:28:06 +0100 Subject: [PATCH 664/687] Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] --- docs/CHANGELOG.txt | 1 + examples/imgui_impl_sdl.cpp | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 1c3edae52..5b0a1c529 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -54,6 +54,7 @@ Other Changes: a manifest. - Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function currently does nothing). +- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] - Examples: Added SDL2+Metal example application. (#3017) [@coding-jackalope] diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 69172622a..9fd2cc483 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. @@ -152,7 +153,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; + io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; From e547f898a94b408ec311c6d1efe2958f83889f78 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 24 Feb 2020 12:44:19 +0100 Subject: [PATCH 665/687] Demo: Added color gradient in demo to identify srgb/linear issues better. Tweaks. --- docs/CHANGELOG.txt | 2 +- docs/README.md | 2 +- imgui.cpp | 2 +- imgui_demo.cpp | 49 +++++++++++++++++++++++----------------------- 4 files changed, 28 insertions(+), 27 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5b0a1c529..6a25fa65d 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -47,7 +47,7 @@ Other Changes: - Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] - Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. -- Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. +- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering. - Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). Those functions makes it easier for example apps to support hi-dpi features without setting up diff --git a/docs/README.md b/docs/README.md index 72d35dedf..a843822be 100644 --- a/docs/README.md +++ b/docs/README.md @@ -194,7 +194,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo - [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) *Double-chocolate and Salty caramel sponsors* -- [DotEmu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) +- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [DotEmu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). diff --git a/imgui.cpp b/imgui.cpp index 0b67534d1..0aab2de29 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3383,7 +3383,7 @@ static void ImGui::UpdateMouseInputs() ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + g.IO.MouseClickedTime[i] = -DBL_MAX; // so the third click isn't turned into a double-click } else { diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 35fe94d99..a698a91aa 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4454,16 +4454,37 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabBar("##TabBar")) { - // Primitives if (ImGui::BeginTabItem("Primitives")) { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p = ImGui::GetCursorScreenPos(); + ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); + draw_list->AddRectFilledMultiColor(p, ImVec2(p.x + gradient_size.x, p.y + gradient_size.y), col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p = ImGui::GetCursorScreenPos(); + ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 1.0f, 0.0f, 1.0f)); + ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 0.0f, 0.0f, 1.0f)); + draw_list->AddRectFilledMultiColor(p, ImVec2(p.x + gradient_size.x, p.y + gradient_size.y), col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); static float sz = 36.0f; static float thickness = 3.0f; static int ngon_sides = 6; static bool circle_segments_override = false; static int circle_segments_override_v = 12; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); @@ -4511,26 +4532,6 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); - // Draw black and white gradients - static int gradient_steps = 16; - ImGui::Separator(); - ImGui::AlignTextToFramePadding(); - ImGui::Text("Gradient steps"); - ImGui::SameLine(); if (ImGui::RadioButton("16", gradient_steps == 16)) { gradient_steps = 16; } - ImGui::SameLine(); if (ImGui::RadioButton("32", gradient_steps == 32)) { gradient_steps = 32; } - ImGui::SameLine(); if (ImGui::RadioButton("256", gradient_steps == 256)) { gradient_steps = 256; } - ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), 64.0f); - x = ImGui::GetCursorScreenPos().x; - y = ImGui::GetCursorScreenPos().y; - for (int n = 0; n < gradient_steps; n++) - { - float f0 = n / (float)gradient_steps; - float f1 = (n + 1) / (float)gradient_steps; - ImU32 col32 = ImGui::GetColorU32(ImVec4(f0, f0, f0, 1.0f)); - draw_list->AddRectFilled(ImVec2(x + gradient_size.x * f0, y), ImVec2(x + gradient_size.x * f1, y + gradient_size.y), col32); - } - ImGui::InvisibleButton("##gradient", gradient_size); - ImGui::PopItemWidth(); ImGui::EndTabItem(); } @@ -4598,9 +4599,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10+4); if (draw_fg) - ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10); + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); ImGui::EndTabItem(); } From 898e91f20d5c35a9148c31596211123958464622 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 25 Feb 2020 16:26:30 +0100 Subject: [PATCH 666/687] Internals: Added TempInputText() to facilitate creation of custom widgets, renamed TempInputTextScalar() to TempInputScalar() etc. (#2718) + Minor imgui.h/todo comments --- docs/TODO.txt | 3 +++ imgui.cpp | 4 ++-- imgui.h | 39 ++++++++++++++++++++++----------------- imgui_internal.h | 9 +++++---- imgui_widgets.cpp | 39 +++++++++++++++++++++++---------------- 5 files changed, 55 insertions(+), 39 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 9f102d7fb..24c79e431 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -163,6 +163,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) - tabs: TabItem could honor SetNextItemWidth()? + - tabs: explicit api (even if internal) to cleanly manipulate tab order. + - tabs: Mouse wheel over tab bar could scroll? (#2702) + - 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? diff --git a/imgui.cpp b/imgui.cpp index 0aab2de29..98293e62b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3678,8 +3678,8 @@ void ImGui::NewFrame() g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) - g.TempInputTextId = 0; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0; diff --git a/imgui.h b/imgui.h index 7dfc891a1..8ddd84a40 100644 --- a/imgui.h +++ b/imgui.h @@ -194,11 +194,11 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) // 2D vector (often used to store positions, sizes, etc.) struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. - float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif @@ -207,9 +207,9 @@ struct ImVec2 // 4D vector (often used to store floating-point colors) struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif @@ -217,7 +217,7 @@ struct ImVec4 //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!) +// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui @@ -233,16 +233,16 @@ namespace ImGui // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. @@ -345,11 +345,11 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. - IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); @@ -360,6 +360,9 @@ namespace ImGui // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. @@ -597,7 +600,7 @@ namespace ImGui // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) // - There is a maximum of 64 columns. - // - Currently working on new 'Tables' api which will replace columns (see GitHub #2957) + // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -674,11 +677,13 @@ namespace ImGui IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + // Color Utilities IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); diff --git a/imgui_internal.h b/imgui_internal.h index d3a302577..87773e997 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1147,7 +1147,7 @@ struct ImGuiContext ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips @@ -1291,7 +1291,7 @@ struct ImGuiContext CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); - TempInputTextId = 0; + TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; ColorEditLastHue = ColorEditLastSat = 0.0f; ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; @@ -1841,8 +1841,9 @@ namespace ImGui // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); - inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 681745bc4..ba35af121 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -2109,7 +2109,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Tabbing or CTRL-clicking on Drag turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_is_active = TempInputIsActive(id); bool temp_input_start = false; if (!temp_input_is_active) { @@ -2130,7 +2130,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2561,7 +2561,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_is_active = TempInputIsActive(id); bool temp_input_start = false; if (!temp_input_is_active) { @@ -2581,7 +2581,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2860,32 +2860,39 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { - ImGuiContext& g = *GImGui; - // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. - const bool init = (g.TempInputTextId != id); + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); if (init) ClearActiveID(); + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) +{ + ImGuiContext& g = *GImGui; + char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - g.CurrentWindow->DC.CursorPos = bb.Min; ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (init) - { - // First frame we started displaying the InputText widget, we expect it to take the active id. - IM_ASSERT(g.ActiveId == id); - g.TempInputTextId = g.ActiveId; - } + bool value_changed = TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags); if (value_changed) { value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); From 0342a3c54887ebfbcadce8308e866fe60c1dab0b Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Fri, 28 Feb 2020 15:50:44 +0200 Subject: [PATCH 667/687] Menus: Implement BeginMenu() appending to existing menu when executed with same ID multiple times. (#1207) --- docs/CHANGELOG.txt | 1 + docs/TODO.txt | 1 - imgui.cpp | 1 + imgui_internal.h | 1 + imgui_widgets.cpp | 26 ++++++++++++++++++++------ 5 files changed, 23 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6a25fa65d..7a7c1cd24 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,7 @@ Other Changes: branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. +- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) - BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' diff --git a/docs/TODO.txt b/docs/TODO.txt index 24c79e431..ea612c577 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -214,7 +214,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. - - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) - menus: menu bars inside modal windows are acting weird. - status-bar: add a per-window status bar helper similar to what menu-bar does. - shortcuts: local-style shortcut api, e.g. parse "&Save" diff --git a/imgui.cpp b/imgui.cpp index 98293e62b..5a1810f84 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3623,6 +3623,7 @@ void ImGui::NewFrame() g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; + g.RenderedMenusId.resize(0); // Setup current font and draw list shared data g.IO.Fonts->Locked = true; diff --git a/imgui_internal.h b/imgui_internal.h index 87773e997..852211f6b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1159,6 +1159,7 @@ struct ImGuiContext float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined + ImVector RenderedMenusId; // A list of menu IDs that were rendered at least once // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index ba35af121..1a505a3e2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6222,11 +6222,29 @@ bool ImGui::BeginMenu(const char* label, bool enabled) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + + if (g.RenderedMenusId.contains(id)) + { + // Menu with same ID was already created - append to it. + if (menu_is_open) + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + if (!menu_is_open) + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return menu_is_open; + } + else + { + g.RenderedMenusId.push_back(id); // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu. + } ImVec2 label_size = CalcTextSize(label, NULL, true); - bool pressed; - bool menu_is_open = IsPopupOpen(id); bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) @@ -6345,11 +6363,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) SetNextWindowPos(popup_pos, ImGuiCond_Always); - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) - flags |= ImGuiWindowFlags_ChildWindow; menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } else From 24bd33ace808ed77fd1840b19f2b8b4789a3ae62 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 28 Feb 2020 16:42:24 +0100 Subject: [PATCH 668/687] Menus: Some renaming, comments, add to demo. Amend 0342a3c. (#1207) --- imgui.cpp | 3 ++- imgui.h | 3 ++- imgui_demo.cpp | 36 ++++++++++++++++++++++++++++++++++-- imgui_internal.h | 2 +- imgui_widgets.cpp | 21 +++++++++++---------- 5 files changed, 50 insertions(+), 15 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5a1810f84..974a876c8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3623,7 +3623,7 @@ void ImGui::NewFrame() g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; - g.RenderedMenusId.resize(0); + g.MenusIdSubmittedThisFrame.resize(0); // Setup current font and draw list shared data g.IO.Fonts->Locked = true; @@ -3915,6 +3915,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.ShrinkWidthBuffer.clear(); g.PrivateClipboard.clear(); + g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); g.SettingsWindows.clear(); diff --git a/imgui.h b/imgui.h index 8ddd84a40..1e7b3f335 100644 --- a/imgui.h +++ b/imgui.h @@ -559,7 +559,8 @@ namespace ImGui // Widgets: Menus // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. - // - Use BeginMainMenuBar() to create a menu bar at the top of the screen. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a698a91aa..c219f207e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -288,6 +288,27 @@ void ImGui::ShowDemoWindow(bool* p_open) // Menu Bar if (ImGui::BeginMenuBar()) { + if (ImGui::BeginMenu("Foo")) + { + if (ImGui::BeginMenu("AAA")) + { + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("BBB")) + { + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("AAA")) + { + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("BBB")) + { + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Menu")) { ShowExampleMenuFile(); @@ -3580,6 +3601,7 @@ static void ShowExampleMenuFile() } if (ImGui::MenuItem("Save", "Ctrl+S")) {} if (ImGui::MenuItem("Save As..")) {} + ImGui::Separator(); if (ImGui::BeginMenu("Options")) { @@ -3591,13 +3613,12 @@ static void ShowExampleMenuFile() ImGui::EndChild(); static float f = 0.5f; static int n = 0; - static bool b = true; ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); ImGui::InputFloat("Input", &f, 0.1f); ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); - ImGui::Checkbox("Check", &b); ImGui::EndMenu(); } + if (ImGui::BeginMenu("Colors")) { float sz = ImGui::GetTextLineHeight(); @@ -3612,6 +3633,17 @@ static void ShowExampleMenuFile() } ImGui::EndMenu(); } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Disabled", false)) // Disabled { IM_ASSERT(0); diff --git a/imgui_internal.h b/imgui_internal.h index 852211f6b..dd92b6a5d 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1159,7 +1159,7 @@ struct ImGuiContext float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined - ImVector RenderedMenusId; // A list of menu IDs that were rendered at least once + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 1a505a3e2..f79fd9c5a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6223,25 +6223,26 @@ bool ImGui::BeginMenu(const char* label, bool enabled) const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); bool menu_is_open = IsPopupOpen(id); - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) - if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) flags |= ImGuiWindowFlags_ChildWindow; - if (g.RenderedMenusId.contains(id)) + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) { - // Menu with same ID was already created - append to it. if (menu_is_open) menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - if (!menu_is_open) - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; } - else - { - g.RenderedMenusId.push_back(id); // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu. - } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); ImVec2 label_size = CalcTextSize(label, NULL, true); bool pressed; From 628614c6ea8e5485da049f106088a5f2459586cc Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 2 Mar 2020 15:49:51 +0100 Subject: [PATCH 669/687] Demo: Remove unnecessary code added by 24bd33ac. --- imgui_demo.cpp | 21 --------------------- 1 file changed, 21 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c219f207e..591d6d998 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -288,27 +288,6 @@ void ImGui::ShowDemoWindow(bool* p_open) // Menu Bar if (ImGui::BeginMenuBar()) { - if (ImGui::BeginMenu("Foo")) - { - if (ImGui::BeginMenu("AAA")) - { - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("BBB")) - { - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("AAA")) - { - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("BBB")) - { - ImGui::EndMenu(); - } - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Menu")) { ShowExampleMenuFile(); From 095dc996b0e2e6440c945cdbc56bf80357624ce8 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 2 Mar 2020 16:13:48 +0100 Subject: [PATCH 670/687] Disable deprecated-enum-enum-conversion (#3040, #2983) --- imgui_widgets.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f79fd9c5a..604566455 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -68,6 +68,9 @@ Index of this file: #if __has_warning("-Wdouble-promotion") #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif +#if __has_warning("-Wdeprecated-enum-enum-conversion") +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked @@ -5573,7 +5576,9 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_open) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); if (p_open) { From 2679bee28d72d10f8dc7622d51b609846ee393f3 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 15:23:51 +0100 Subject: [PATCH 671/687] Internals: Refactor: Moved code out of NewFrame() into UpdateTabFocus() and UpdateSettings() --- docs/TODO.txt | 1 + imgui.cpp | 149 ++++++++++++++++++++++++++++---------------------- 2 files changed, 86 insertions(+), 64 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index ea612c577..934d8e831 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -87,6 +87,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: option to Tab after an Enter validation. - input text: add ImGuiInputTextFlags_EnterToApply? (off #218) - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text. + - input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890) - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. diff --git a/imgui.cpp b/imgui.cpp index 974a876c8..79baf8f47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -904,10 +904,12 @@ static void ErrorCheckEndFrame(); static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); // Misc +static void UpdateSettings(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateTabFocus(); static void UpdateDebugToolItemPicker(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); @@ -3495,6 +3497,42 @@ void ImGui::UpdateMouseWheel() } } +void ImGui::UpdateTabFocus() +{ + ImGuiContext& g = *GImGui; + + // Pressing TAB activate widget focus + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) + { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterRegular = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; +} + // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { @@ -3595,28 +3633,8 @@ void ImGui::NewFrame() // Check and assert for various common IO and Configuration mistakes NewFrameSanityChecks(); - // Load settings on first frame (if not explicitly loaded manually before) - if (!g.SettingsLoaded) - { - IM_ASSERT(g.SettingsWindows.empty()); - if (g.IO.IniFilename) - LoadIniSettingsFromDisk(g.IO.IniFilename); - g.SettingsLoaded = true; - } - - // Save settings (with a delay after the last modification, so we don't spam disk too much) - if (g.SettingsDirtyTimer > 0.0f) - { - g.SettingsDirtyTimer -= g.IO.DeltaTime; - if (g.SettingsDirtyTimer <= 0.0f) - { - if (g.IO.IniFilename != NULL) - SaveIniSettingsToDisk(g.IO.IniFilename); - else - g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. - g.SettingsDirtyTimer = 0.0f; - } - } + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); g.Time += g.IO.DeltaTime; g.WithinFrameScope = true; @@ -3625,6 +3643,12 @@ void ImGui::NewFrame() g.WindowsActiveCount = 0; g.MenusIdSubmittedThisFrame.resize(0); + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + // Setup current font and draw list shared data g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); @@ -3655,7 +3679,7 @@ void ImGui::NewFrame() if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); - // Clear reference to active widget if the widget isn't alive anymore + // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) @@ -3667,6 +3691,8 @@ void ImGui::NewFrame() g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) ClearActiveID(); if (g.ActiveId) @@ -3683,8 +3709,9 @@ void ImGui::NewFrame() g.TempInputId = 0; if (g.ActiveId == 0) { - g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0; - g.ActiveIdUsingKeyInputMask = 0; + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; } // Drag and drop @@ -3704,12 +3731,6 @@ void ImGui::NewFrame() // Update mouse input state UpdateMouseInputs(); - // Calculate frame-rate for the user, as a purely luxurious feature - g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); @@ -3730,36 +3751,8 @@ void ImGui::NewFrame() // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) - { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterRegular = INT_MAX; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); - else - g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; - if (g.FocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; + // Update legacy TAB focus + UpdateTabFocus(); // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); @@ -4972,7 +4965,7 @@ ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double click on resize grip) -static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; @@ -5645,7 +5638,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) - if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; @@ -9444,6 +9437,34 @@ void ImGui::LogButtons() // [SECTION] SETTINGS //----------------------------------------------------------------------------- +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + void ImGui::MarkIniSettingsDirty() { ImGuiContext& g = *GImGui; From caca55c642d16cf1c2649831c5d06b1f26146d12 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 15:46:00 +0100 Subject: [PATCH 672/687] Internals: Refactor: Moved code into a Styling section and some code into the Error Handling section. --- imgui.cpp | 422 +++++++++++++++++++++++++++--------------------------- 1 file changed, 211 insertions(+), 211 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 79baf8f47..7d37f379d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -51,7 +51,7 @@ CODE // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) @@ -61,6 +61,7 @@ CODE // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer // [SECTION] ImGuiListClipper +// [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] ERROR CHECKING @@ -954,7 +955,7 @@ static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() @@ -2261,11 +2262,15 @@ bool ImGuiListClipper::Step() } //----------------------------------------------------------------------------- -// [SECTION] RENDER HELPERS -// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change. -// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +// [SECTION] STYLING //----------------------------------------------------------------------------- +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { ImGuiStyle& style = GImGui->Style; @@ -2298,6 +2303,189 @@ ImU32 ImGui::GetColorU32(ImU32 col) return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleModifiers.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleModifiers.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +//----------------------------------------------------------------------------- + const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) { const char* text_display_end = text; @@ -3148,24 +3336,6 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. -// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) -{ - bool error = false; - if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } - if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } - if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } - if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } - if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } - if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } - if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } - return !error; -} - void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) { GImAllocatorAllocFunc = alloc_func; @@ -3198,12 +3368,6 @@ ImGuiIO& ImGui::GetIO() return GImGui->IO; } -ImGuiStyle& ImGui::GetStyle() -{ - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - return GImGui->Style; -} - // Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { @@ -6243,183 +6407,6 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } -// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 -void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) -{ - ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); -} - -void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) -{ - ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); - g.Style.Colors[idx] = col; -} - -void ImGui::PopStyleColor(int count) -{ - ImGuiContext& g = *GImGui; - while (count > 0) - { - ImGuiColorMod& backup = g.ColorModifiers.back(); - g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); - count--; - } -} - -struct ImGuiStyleVarInfo -{ - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } -}; - -static const ImGuiStyleVarInfo GStyleVarInfo[] = -{ - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign -}; - -static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) -{ - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; -} - -void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) -{ - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) - { - ImGuiContext& g = *GImGui; - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); -} - -void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) -{ - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) - { - ImGuiContext& g = *GImGui; - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); -} - -void ImGui::PopStyleVar(int count) -{ - ImGuiContext& g = *GImGui; - while (count > 0) - { - // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. - ImGuiStyleMod& backup = g.StyleModifiers.back(); - const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } - g.StyleModifiers.pop_back(); - count--; - } -} - -const char* ImGui::GetStyleColorName(ImGuiCol idx) -{ - // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; - switch (idx) - { - case ImGuiCol_Text: return "Text"; - case ImGuiCol_TextDisabled: return "TextDisabled"; - case ImGuiCol_WindowBg: return "WindowBg"; - case ImGuiCol_ChildBg: return "ChildBg"; - case ImGuiCol_PopupBg: return "PopupBg"; - case ImGuiCol_Border: return "Border"; - case ImGuiCol_BorderShadow: return "BorderShadow"; - case ImGuiCol_FrameBg: return "FrameBg"; - case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; - case ImGuiCol_FrameBgActive: return "FrameBgActive"; - case ImGuiCol_TitleBg: return "TitleBg"; - case ImGuiCol_TitleBgActive: return "TitleBgActive"; - case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; - case ImGuiCol_MenuBarBg: return "MenuBarBg"; - case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; - case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; - case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; - case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; - case ImGuiCol_CheckMark: return "CheckMark"; - case ImGuiCol_SliderGrab: return "SliderGrab"; - case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; - case ImGuiCol_Button: return "Button"; - case ImGuiCol_ButtonHovered: return "ButtonHovered"; - case ImGuiCol_ButtonActive: return "ButtonActive"; - case ImGuiCol_Header: return "Header"; - case ImGuiCol_HeaderHovered: return "HeaderHovered"; - case ImGuiCol_HeaderActive: return "HeaderActive"; - case ImGuiCol_Separator: return "Separator"; - case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; - case ImGuiCol_SeparatorActive: return "SeparatorActive"; - case ImGuiCol_ResizeGrip: return "ResizeGrip"; - case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; - case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; - case ImGuiCol_Tab: return "Tab"; - case ImGuiCol_TabHovered: return "TabHovered"; - case ImGuiCol_TabActive: return "TabActive"; - case ImGuiCol_TabUnfocused: return "TabUnfocused"; - case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; - case ImGuiCol_PlotLines: return "PlotLines"; - case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; - case ImGuiCol_PlotHistogram: return "PlotHistogram"; - case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; - case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; - case ImGuiCol_DragDropTarget: return "DragDropTarget"; - case ImGuiCol_NavHighlight: return "NavHighlight"; - case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; - case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; - case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; - } - IM_ASSERT(0); - return "Unknown"; -} - bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) @@ -7125,11 +7112,28 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } - //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + static void ImGui::ErrorCheckEndFrame() { // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you @@ -7173,7 +7177,6 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); } - //----------------------------------------------------------------------------- // [SECTION] SCROLLING //----------------------------------------------------------------------------- @@ -7817,7 +7820,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) return window->Pos; } - //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- @@ -8919,7 +8921,6 @@ void ImGui::NavUpdateWindowingOverlay() PopStyleVar(); } - //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- @@ -9218,7 +9219,6 @@ void ImGui::EndDragDropTarget() g.DragDropWithinSourceOrTarget = false; } - //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- From 3ce26f65d43291acf9738b25a8ee4f9c04111d6b Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 16:03:07 +0100 Subject: [PATCH 673/687] Internals: Refactor: Moved ItemAdd(), ItemSize(), BeginGroup(), EndGroup(), SameLine(), Indent(), Unindent() to Layout section. --- imgui.cpp | 425 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 221 insertions(+), 204 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7d37f379d..a9d8081e0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -65,6 +65,7 @@ CODE // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] ERROR CHECKING +// [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS @@ -3042,102 +3043,6 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla return true; } -// Advance cursor given item size for layout. -void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - // We increase the height in this function to accommodate for baseline offset. - // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, - // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. - const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); - - // Always align ourselves on pixel boundaries - //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); - //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - - window->DC.PrevLineSize.y = line_height; - window->DC.CurrLineSize.y = 0.0f; - window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); - window->DC.CurrLineTextBaseOffset = 0.0f; - - // Horizontal layout mode - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - SameLine(); -} - -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); -} - -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (id != 0) - { - // Navigation processing runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); - - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakId) - { - IM_DEBUG_BREAK(); - g.DebugItemPickerBreakId = 0; - } -#endif - } - - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); -#endif - - // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); - if (is_clipped) - return false; - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (IsMouseHoveringRect(bb.Min, bb.Max)) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; -} - // This is roughly matching the behavior of internal-facing ItemHoverable() // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId @@ -6988,6 +6893,226 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +static void ImGui::ErrorCheckEndFrame() +{ + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + ImGuiContext& g = *GImGui; + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +{ + ImGuiContext& g = *GImGui; + short* p = &window->DC.StackSizesBackup[0]; + + // Window stacks + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - Indent() +// - Unindent() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) +{ + ItemSize(bb.GetSize(), text_baseline_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakId) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakId = 0; + } +#endif + } + + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) void ImGui::BeginGroup() { @@ -7068,114 +7193,6 @@ void ImGui::EndGroup() //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } -// Gets back to previous line and continue with horizontal layout -// offset_from_start_x == 0 : follow right after previous item -// offset_from_start_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing_w >= 0 : enforce spacing amount -void ImGui::SameLine(float offset_from_start_x, float spacing_w) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - if (offset_from_start_x != 0.0f) - { - if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - else - { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; - window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - window->DC.CurrLineSize = window->DC.PrevLineSize; - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; -} - -void ImGui::Indent(float indent_w) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; -} - -void ImGui::Unindent(float indent_w) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; -} - -//----------------------------------------------------------------------------- -// [SECTION] ERROR CHECKING -//----------------------------------------------------------------------------- - -// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. -// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) -{ - bool error = false; - if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } - if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } - if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } - if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } - if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } - if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } - if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } - return !error; -} - -static void ImGui::ErrorCheckEndFrame() -{ - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - ImGuiContext& g = *GImGui; - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) - End(); - } - else - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } - -} - -// Save and compare stack sizes on Begin()/End() to detect usage errors -// Begin() calls this with write=true -// End() calls this with write=false -static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) -{ - ImGuiContext& g = *GImGui; - short* p = &window->DC.StackSizesBackup[0]; - - // Window stacks - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() - { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() - - // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() - { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() - { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() - { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() - IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} //----------------------------------------------------------------------------- // [SECTION] SCROLLING From 6c1810e503f7c0f03f289be5add384e4433e44fd Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 16:18:59 +0100 Subject: [PATCH 674/687] Internals: Refactor: Moved cursor position functions to Layout section. --- imgui.cpp | 125 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 65 insertions(+), 60 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index a9d8081e0..6916f797b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6705,66 +6705,6 @@ void ImGui::SetWindowFontScale(float scale) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. -// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. -ImVec2 ImGui::GetCursorPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos - window->Pos + window->Scroll; -} - -float ImGui::GetCursorPosX() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; -} - -float ImGui::GetCursorPosY() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; -} - -void ImGui::SetCursorPos(const ImVec2& local_pos) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); -} - -void ImGui::SetCursorPosX(float x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); -} - -void ImGui::SetCursorPosY(float y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); -} - -ImVec2 ImGui::GetCursorStartPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorStartPos - window->Pos; -} - -ImVec2 ImGui::GetCursorScreenPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos; -} - -void ImGui::SetCursorScreenPos(const ImVec2& pos) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); -} - void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -6966,6 +6906,11 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool // - ItemSize() // - ItemAdd() // - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() // - Indent() // - Unindent() // - BeginGroup() @@ -7097,6 +7042,66 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w) window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + void ImGui::Indent(float indent_w) { ImGuiContext& g = *GImGui; From 602df11f19c55907900c219a9d520cd234e19b75 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 16:21:04 +0100 Subject: [PATCH 675/687] Internals: Refactor: Moved item width/size functions to Layout section. --- imgui.cpp | 171 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 89 insertions(+), 82 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 6916f797b..23a4492c9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6145,88 +6145,6 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } -void ImGui::SetNextItemWidth(float item_width) -{ - ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; - g.NextItemData.Width = item_width; -} - -void ImGui::PushItemWidth(float item_width) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; -} - -void ImGui::PushMultiItemsWidths(int components, float w_full) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components-1; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; -} - -void ImGui::PopItemWidth() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); -} - -// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). -// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() -float ImGui::CalcItemWidth() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float w; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) - w = g.NextItemData.Width; - else - w = window->DC.ItemWidth; - if (w < 0.0f) - { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); - } - w = IM_FLOOR(w); - return w; -} - -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). -// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. -// Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) -ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - - ImVec2 region_max; - if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); - - if (size.x == 0.0f) - size.x = default_w; - else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); - - if (size.y == 0.0f) - size.y = default_h; - else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); - - return size; -} - void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; @@ -6913,6 +6831,12 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool // - GetCursorStartPos() // - Indent() // - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, columns. @@ -7118,6 +7042,89 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components-1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) void ImGui::BeginGroup() { From 8c683de33f96349dc8cfa83b3915521306e921eb Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 16:25:42 +0100 Subject: [PATCH 676/687] Internals: Refactor: Moved get height and contents regions functions, to Layout section. IF YOU GREAT CONFLICTS WHILE MERGING (NOT REBASING) THOSE 6 PREV COMMITS, TRY MERGING THEM INDIVIDUALLY 1 by 1 or 2 by 2 etc. --- imgui.cpp | 154 +++++++++++++++++++++++++++++------------------------- 1 file changed, 82 insertions(+), 72 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 23a4492c9..2a7219239 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6523,77 +6523,6 @@ void ImGui::SetNextWindowBgAlpha(float alpha) g.NextWindowData.BgAlphaVal = alpha; } -// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns) - mx.x = window->WorkRect.Max.x - window->Pos.x; - return mx; -} - -// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxAbs() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max; - if (window->DC.CurrentColumns) - mx.x = window->WorkRect.Max.x; - return mx; -} - -ImVec2 ImGui::GetContentRegionAvail() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; -} - -// In window space (not screen space!) -ImVec2 ImGui::GetWindowContentRegionMin() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.Min - window->Pos; -} - -ImVec2 ImGui::GetWindowContentRegionMax() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.Max - window->Pos; -} - -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.GetWidth(); -} - -float ImGui::GetTextLineHeight() -{ - ImGuiContext& g = *GImGui; - return g.FontSize; -} - -float ImGui::GetTextLineHeightWithSpacing() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.ItemSpacing.y; -} - -float ImGui::GetFrameHeight() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; -} - -float ImGui::GetFrameHeightWithSpacing() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; -} - ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); @@ -6792,7 +6721,6 @@ static void ImGui::ErrorCheckEndFrame() IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } - } // Save and compare stack sizes on Begin()/End() to detect usage errors @@ -6837,6 +6765,15 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool // - PopItemWidth() // - CalcItemWidth() // - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - GetWindowContentRegionWidth() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, columns. @@ -7125,6 +7062,79 @@ ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) return size; } +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! + +// FIXME: This is in window space (not screen space!). +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.GetWidth(); +} + // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) void ImGui::BeginGroup() { From 6d59653e825f687d28763fd8ff9141b2cff246b0 Mon Sep 17 00:00:00 2001 From: Cloud Wu Date: Wed, 8 May 2019 10:10:20 +0800 Subject: [PATCH 677/687] Unicode: full Unicode Support (6 squashed commits) (#2541, #2538) fix build for WideCharToMultiByte [3181ff1e] Full Unicode Support [6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16 [ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR [fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen [dc7d5925] Use windows API to convert UTF-16 for clipboard --- examples/imgui_impl_win32.cpp | 3 +- imconfig.h | 3 ++ imgui.cpp | 82 ++++++++++++++++++++++------------- imgui.h | 14 +++++- imgui_draw.cpp | 3 +- 5 files changed, 70 insertions(+), 35 deletions(-) diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 449922f57..8b1c80876 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -324,7 +324,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) diff --git a/imconfig.h b/imconfig.h index 4f629795b..4f01b7781 100644 --- a/imconfig.h +++ b/imconfig.h @@ -77,6 +77,9 @@ // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//#define ImWchar ImWchar32 + //---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) //struct ImDrawList; //struct ImDrawCmd; diff --git a/imgui.cpp b/imgui.cpp index 2a7219239..9e7ac21c5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1098,13 +1098,35 @@ void ImGuiIO::AddInputCharacter(unsigned int c) InputQueueCharacters.push_back((ImWchar)c); } +// UTF16 string use Surrogate to encode unicode > 0x10000, so we should save the Surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if (c >= 0xD800 && c <= 0xDBFF) + { + Surrogate = c; + } + else + { + ImWchar cp = c; + if (c >= 0xDC00 && c <= 0xDFFF) + { + if (sizeof(ImWchar) == 2) + cp = IM_UNICODE_CODEPOINT_INVALID; + else + cp = ((ImWchar)(Surrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000; + Surrogate = 0; + } + InputQueueCharacters.push_back(cp); + } +} + void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { while (*utf8_chars != 0) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX) + if (c > 0) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1488,13 +1510,13 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. - const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; - const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; buf.resize(filename_wsize + mode_wsize); - ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); - ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); - return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, &buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1,&buf[filename_wsize], mode_wsize); + return _wfopen(&buf[0], &buf[filename_wsize]); #else return fopen(filename, mode); #endif @@ -1606,6 +1628,8 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* c += (*str++ & 0x3f); // utf-8 encodings of values used in surrogate pairs are invalid if ((c & 0xFFFFF800) == 0xD800) return 4; + // If ImWchar is 16bit, use replacement character U+FFFD instead + if (sizeof(ImWchar) == 2 && c >= 0x10000) c = IM_UNICODE_CODEPOINT_INVALID; *out_char = c; return 4; } @@ -1623,8 +1647,7 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c <= IM_UNICODE_CODEPOINT_MAX) // FIXME: Losing characters that don't fit in 2 bytes - *buf_out++ = (ImWchar)c; + *buf_out++ = (ImWchar)c; } *buf_out = 0; if (in_text_remaining) @@ -1641,8 +1664,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c <= IM_UNICODE_CODEPOINT_MAX) - char_count++; + char_count++; } return char_count; } @@ -1662,11 +1684,15 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) buf[1] = (char)(0x80 + (c & 0x3f)); return 2; } - if (c >= 0xdc00 && c < 0xe000) + if (c < 0x10000) { - return 0; + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; } - if (c >= 0xd800 && c < 0xdc00) + if (c <= 0x10FFFF) { if (buf_size < 4) return 0; buf[0] = (char)(0xf0 + (c >> 18)); @@ -1675,14 +1701,8 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) buf[3] = (char)(0x80 + ((c ) & 0x3f)); return 4; } - //else if (c < 0x10000) - { - if (buf_size < 3) return 0; - buf[0] = (char)(0xe0 + (c >> 12)); - buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); - buf[2] = (char)(0x80 + ((c ) & 0x3f)); - return 3; - } + // Invalid code point, the max unicode is 0x10FFFF + return 0; } // Not optimal but we very rarely use this function. @@ -1696,8 +1716,8 @@ static inline int ImTextCountUtf8BytesFromChar(unsigned int c) { if (c < 0x80) return 1; if (c < 0x800) return 2; - if (c >= 0xdc00 && c < 0xe000) return 0; - if (c >= 0xd800 && c < 0xdc00) return 4; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; return 3; } @@ -9748,6 +9768,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #else #include #endif +#include #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS @@ -9760,6 +9781,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #ifdef _MSC_VER #pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") #endif // Win32 clipboard implementation @@ -9775,11 +9797,11 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) ::CloseClipboard(); return NULL; } - if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) { - int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); buf_local.resize(buf_len); - ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, buf_local.Data, buf_len, NULL, NULL); } ::GlobalUnlock(wbuf_handle); ::CloseClipboard(); @@ -9790,15 +9812,15 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!::OpenClipboard(NULL)) return; - const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; - HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); if (wbuf_handle == NULL) { ::CloseClipboard(); return; } - ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); - ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); ::GlobalUnlock(wbuf_handle); ::EmptyClipboard(); if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) diff --git a/imgui.h b/imgui.h index 1e7b3f335..09160d117 100644 --- a/imgui.h +++ b/imgui.h @@ -143,7 +143,11 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) -typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +#ifndef ImWchar +#define ImWchar ImWchar16 +#endif +typedef unsigned short ImWchar16; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +typedef int ImWchar32; // A single 32bit character for keyboard input/display, define ImWchar to ImWchar32 to use it. See imconfig.h . typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type @@ -1465,6 +1469,7 @@ struct ImGuiIO // Functions IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually @@ -1507,6 +1512,7 @@ struct ImGuiIO float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImWchar16 Surrogate; // For AddInputCharacterUTF16 ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); @@ -2092,7 +2098,11 @@ struct ImFontGlyphRangesBuilder ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline void Clear() + { + int MaxUnicode = sizeof(ImWchar) == 2 ? 0x10000 : 0x110000; + UsedChars.resize(MaxUnicode / sizeof(int)); memset(UsedChars.Data, 0, MaxUnicode / sizeof(int)); + } inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array inline void AddChar(ImWchar c) { SetBit(c); } // Add character diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 69d18945a..28f77281b 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2550,8 +2550,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) text += c_len; if (c_len == 0) break; - if (c <= IM_UNICODE_CODEPOINT_MAX) - AddChar((ImWchar)c); + AddChar((ImWchar)c); } } From c8ea0a017d0ea851225f159f26816d86799163a8 Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Sun, 29 Sep 2019 12:15:13 +0200 Subject: [PATCH 678/687] Unicode: UTF32 support improvements (#2541, #2538, #2815) - Make ImWchar32 unsigned. - Fix Win32 version of ImFileOpen by including windows.h sooner. - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal surrogate pairs. - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter(). - Minor cleaning up in the high-plane Unicode support. - Fix Clang -Wunreachable-code warning --- imgui.cpp | 57 +++++++++++++++++++++++++++++++------------------- imgui.h | 20 +++++++----------- imgui_draw.cpp | 4 ++-- 3 files changed, 46 insertions(+), 35 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 9e7ac21c5..8b1bda5c9 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1094,30 +1094,33 @@ ImGuiIO::ImGuiIO() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX) - InputQueueCharacters.push_back((ImWchar)c); + InputQueueCharacters.push_back(c > 0 && c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); } -// UTF16 string use Surrogate to encode unicode > 0x10000, so we should save the Surrogate. +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - if (c >= 0xD800 && c <= 0xDBFF) + if ((c & 0xFC00) == 0xD800) // High surrogate, must save { - Surrogate = c; + if (InputQueueSurrogate != 0) + InputQueueCharacters.push_back(0xFFFD); + InputQueueSurrogate = c; + return; } - else + + ImWchar cp = c; + if (InputQueueSurrogate != 0) { - ImWchar cp = c; - if (c >= 0xDC00 && c <= 0xDFFF) - { - if (sizeof(ImWchar) == 2) - cp = IM_UNICODE_CODEPOINT_INVALID; - else - cp = ((ImWchar)(Surrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000; - Surrogate = 0; - } - InputQueueCharacters.push_back(cp); + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) + cp = IM_UNICODE_CODEPOINT_INVALID; + else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); + InputQueueSurrogate = 0; } + InputQueueCharacters.push_back(cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1506,6 +1509,18 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) // Default file functions #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef __MINGW32__ +#include +#else +#include +#endif +#endif + ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) @@ -1514,9 +1529,9 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; buf.resize(filename_wsize + mode_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, &buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1,&buf[filename_wsize], mode_wsize); - return _wfopen(&buf[0], &buf[filename_wsize]); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return _wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #else return fopen(filename, mode); #endif @@ -1628,8 +1643,8 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* c += (*str++ & 0x3f); // utf-8 encodings of values used in surrogate pairs are invalid if ((c & 0xFFFFF800) == 0xD800) return 4; - // If ImWchar is 16bit, use replacement character U+FFFD instead - if (sizeof(ImWchar) == 2 && c >= 0x10000) c = IM_UNICODE_CODEPOINT_INVALID; + // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead + if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; *out_char = c; return 4; } diff --git a/imgui.h b/imgui.h index 09160d117..cbed10101 100644 --- a/imgui.h +++ b/imgui.h @@ -92,7 +92,7 @@ Index of this file: #else #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. #endif -#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build. +#define IM_UNICODE_CODEPOINT_MAX (sizeof(ImWchar) == 2 ? 0xFFFF : 0x10FFFF) // Last Unicode code point supported by this build. #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point. // Warnings @@ -147,7 +147,7 @@ typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hash #define ImWchar ImWchar16 #endif typedef unsigned short ImWchar16; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. -typedef int ImWchar32; // A single 32bit character for keyboard input/display, define ImWchar to ImWchar32 to use it. See imconfig.h . +typedef unsigned int ImWchar32; // A single U32 character for keyboard input/display. Define ImWchar to ImWchar32 to use it. See imconfig.h . typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type @@ -1512,7 +1512,7 @@ struct ImGuiIO float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - ImWchar16 Surrogate; // For AddInputCharacterUTF16 + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); @@ -2097,15 +2097,11 @@ struct ImFontGlyphRangesBuilder { ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() - { - int MaxUnicode = sizeof(ImWchar) == 2 ? 0x10000 : 0x110000; - UsedChars.resize(MaxUnicode / sizeof(int)); memset(UsedChars.Data, 0, MaxUnicode / sizeof(int)); - } - inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - inline void AddChar(ImWchar c) { SetBit(c); } // Add character + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 28f77281b..ae6b9803f 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2724,7 +2724,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { - if (c >= IndexLookup.Size) + if (c >= (size_t)IndexLookup.Size) return FallbackGlyph; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) @@ -2734,7 +2734,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { - if (c >= IndexLookup.Size) + if (c >= (size_t)IndexLookup.Size) return NULL; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) From 0283a6e566ca0365b3fbadffc9eaa7f780711466 Mon Sep 17 00:00:00 2001 From: omar Date: Tue, 29 Oct 2019 23:48:59 +0100 Subject: [PATCH 679/687] ImFont: Demo, Store Used4kPagesMap[] map in ImFont to facilitate iteration on all codepoints with a large value of IM_UNICODE_CODEPOINT_MAX. (#2815) Demo uses IsGlyphRangeUnused() --- imgui.h | 2 ++ imgui_demo.cpp | 9 +++++++++ imgui_draw.cpp | 19 +++++++++++++++++++ 3 files changed, 30 insertions(+) diff --git a/imgui.h b/imgui.h index cbed10101..021c12b76 100644 --- a/imgui.h +++ b/imgui.h @@ -2257,6 +2257,7 @@ struct ImFont float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints. // Methods IMGUI_API ImFont(); @@ -2282,6 +2283,7 @@ struct ImFont IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API void SetFallbackChar(ImWchar c); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; #if defined(__clang__) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 591d6d998..2664cb14e 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -3443,6 +3443,15 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // Display all glyphs of the fonts in separate pages of 256 characters for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT is large. + // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + int count = 0; for (unsigned int n = 0; n < 256; n++) count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index ae6b9803f..12f06d605 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2594,6 +2594,7 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() @@ -2626,12 +2627,17 @@ void ImFont::BuildLookupTable() IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB @@ -2660,6 +2666,19 @@ void ImFont::BuildLookupTable() IndexAdvanceX[i] = FallbackAdvanceX; } +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + void ImFont::SetGlyphVisible(ImWchar c, bool visible) { if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) From a41332453efed294f21d530c5346887af1213563 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 17:45:06 +0100 Subject: [PATCH 680/687] Unicode: Changelog, comments, minimum CI integration. (#2541, #2538, #2815) --- .github/workflows/build.yml | 12 ++++++++++-- docs/CHANGELOG.txt | 11 +++++++++++ examples/imgui_impl_win32.cpp | 1 + imgui.cpp | 1 + imgui.h | 2 +- 5 files changed, 24 insertions(+), 3 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index ff83bd3d1..ccc5c2443 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -54,7 +54,7 @@ jobs: - name: Build example_null (single file build) shell: bash run: | - echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp @@ -190,6 +190,14 @@ jobs: - name: Build example_null (single file build) run: | + echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp + echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp + echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp + g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp + + - name: Build example_null (with ImWchar32) + run: | + echo '#define ImWchar ImWchar32' > example_single_file.cpp echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp @@ -226,7 +234,7 @@ jobs: - name: Build example_null (single file build) run: | - echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp + echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7a7c1cd24..792b8330e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -45,6 +45,15 @@ Other Changes: when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' glyph. (#2149, #515) +- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] + - Compile-time enable with '#define ImWchar ImWchar32' in imconfig.h. + - Generally more consistent support for unsupported codepoints (0xFFFD), in particular when + using the default, non-fitting characters will be turned into 0xFFFD instead of being ignored. + - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), + allowing for more complete CJK input. + - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. + - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this + is currently not particularly efficient. - Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] - Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons. @@ -53,6 +62,8 @@ Other Changes: ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). Those functions makes it easier for example apps to support hi-dpi features without setting up a manifest. +- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support + high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar] - Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function currently does nothing). - Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 8b1c80876..f8868ce69 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -28,6 +28,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. diff --git a/imgui.cpp b/imgui.cpp index 8b1bda5c9..75c2fee2c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1525,6 +1525,7 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; diff --git a/imgui.h b/imgui.h index 021c12b76..707982302 100644 --- a/imgui.h +++ b/imgui.h @@ -2101,7 +2101,7 @@ struct ImFontGlyphRangesBuilder inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - inline void AddChar(ImWchar c) { SetBit(c); } // Add character + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges From 897704cb499c287bbf570dfaa792bf006dfd7e6d Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 2 Mar 2020 20:18:43 +0100 Subject: [PATCH 681/687] Menus: Tweak for first-level menu windows to be positioned regardless of MenuBarHeight() which is not stored in window, allowing undocumented modification of the menu bar height). --- docs/CHANGELOG.txt | 2 +- imgui.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 7a7c1cd24..1906d535b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,7 +40,7 @@ Other Changes: branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) - ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton. -- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) +- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups] - BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' diff --git a/imgui.cpp b/imgui.cpp index 2a7219239..1da439f1b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7830,7 +7830,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) - r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); From 0850b46c88daa92443dedf8609a80dbc1da52558 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 3 Mar 2020 19:26:27 +0100 Subject: [PATCH 682/687] ImDrawList: Internals: Added IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER setting. --- imgui_draw.cpp | 16 ++++++++++++---- imgui_internal.h | 9 +++++++-- 2 files changed, 19 insertions(+), 6 deletions(-) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 12f06d605..1cd230421 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -355,10 +355,10 @@ ImDrawListSharedData::ImDrawListSharedData() InitialFlags = ImDrawListFlags_None; // Lookup tables - for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { - const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); - CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() } @@ -898,10 +898,18 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_ _Path.push_back(center); return; } + + // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, + // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. +#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 + a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; + a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; +#endif + _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { - const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; + const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } diff --git a/imgui_internal.h b/imgui_internal.h index dd92b6a5d..dfa45ddde 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -863,11 +863,16 @@ struct ImGuiColumns } }; -// Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. +#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER +#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +#endif + // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData @@ -881,7 +886,7 @@ struct IMGUI_API ImDrawListSharedData ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables - ImVec2 CircleVtx12[12]; // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) ImDrawListSharedData(); From 1b5b87a40e5f9b68a18456d94b5f5c16d2347b2e Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 7 Mar 2020 15:19:51 +0100 Subject: [PATCH 683/687] Internals: Added #define NOMINMAX before windows.h include for single-compile-unit builds. --- imgui.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index ad65e9f29..50c4a12f4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1514,6 +1514,7 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#define NOMINMAX #ifndef __MINGW32__ #include #else @@ -9779,6 +9780,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#define NOMINMAX #ifndef __MINGW32__ #include #else From de37a0bfabf0d3b6f88384607745835056f63990 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 7 Mar 2020 15:35:44 +0100 Subject: [PATCH 684/687] Internals: fix potential warning. Comments around include sections. Moved a few bits. --- imgui.cpp | 28 +++++++++++++++++++--------- 1 file changed, 19 insertions(+), 9 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 50c4a12f4..cce1ca238 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -49,6 +49,7 @@ DOCUMENTATION CODE (search for "[SECTION]" in the code to find them) +// [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -788,6 +789,10 @@ CODE */ +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif @@ -800,6 +805,7 @@ CODE #endif #include "imgui_internal.h" +// System includes #include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -808,17 +814,12 @@ CODE #include // intptr_t #endif -// Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL -#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) - // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later -#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #endif @@ -852,6 +853,11 @@ CODE #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) + // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear @@ -1514,7 +1520,9 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#ifndef NOMINMAX #define NOMINMAX +#endif #ifndef __MINGW32__ #include #else @@ -9780,7 +9788,9 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#ifndef NOMINMAX #define NOMINMAX +#endif #ifndef __MINGW32__ #include #else From 2dcf8df9f448f2230576df9a6ea630a0d00c7e27 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 7 Mar 2020 15:51:50 +0100 Subject: [PATCH 685/687] Internals: Shuffled some of the windows-specific includes to avoid duplication. Might have undesirable side-effects on some compilers, please report! --- imgui.cpp | 65 +++++++++++++++++++++++++------------------------------ 1 file changed, 29 insertions(+), 36 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index cce1ca238..8245e83aa 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -814,6 +814,34 @@ CODE #include // intptr_t #endif +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#include // MultiByteToWideChar, WideCharToMultiByte +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant @@ -1516,20 +1544,6 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) // Default file functions #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#ifndef NOMINMAX -#define NOMINMAX -#endif -#ifndef __MINGW32__ -#include -#else -#include -#endif -#endif - ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) @@ -1541,7 +1555,7 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) buf.resize(filename_wsize + mode_wsize); ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return _wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #else return fopen(filename, mode); #endif @@ -9784,27 +9798,6 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#ifndef NOMINMAX -#define NOMINMAX -#endif -#ifndef __MINGW32__ -#include -#else -#include -#endif -#include -#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions -#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS -#endif -#elif defined(__APPLE__) -#include -#endif - #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER From aef057e9754bce3d2cb20bc2386787beef1d09ec Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 7 Mar 2020 15:55:05 +0100 Subject: [PATCH 686/687] Internals: Added GetInputTextState() + comments. --- docs/TODO.txt | 4 +++- examples/imgui_impl_glfw.h | 5 +++-- imgui.cpp | 1 + imgui_internal.h | 6 ++++-- imgui_widgets.cpp | 6 ++---- 5 files changed, 13 insertions(+), 9 deletions(-) diff --git a/docs/TODO.txt b/docs/TODO.txt index 934d8e831..f13d85e15 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -41,7 +41,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - - scrolling/style: shadows on scrollable areas to denote that there is more contents + - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) @@ -294,6 +294,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: remove ID from CustomRect registration, it seems unnecessary! - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? @@ -377,6 +378,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. + - examples: dx11/dx12: try to use new swapchain blit models (#2970) - backends: apple: example_apple should be using modern GL3. - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h index ccbe840d4..a86790b78 100644 --- a/examples/imgui_impl_glfw.h +++ b/examples/imgui_impl_glfw.h @@ -25,8 +25,9 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any. -// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks. +// GLFW callbacks +// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); diff --git a/imgui.cpp b/imgui.cpp index 8245e83aa..1a26dd1e6 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1570,6 +1570,7 @@ ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) // Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && mode); diff --git a/imgui_internal.h b/imgui_internal.h index dfa45ddde..df98f51b2 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -746,10 +746,11 @@ struct IMGUI_API ImGuiMenuColumns }; // Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) @@ -1849,7 +1850,8 @@ namespace ImGui IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); - inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 604566455..01080c630 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3516,10 +3516,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState* state = NULL; - if (g.InputTextState.ID == id) - state = &g.InputTextState; + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); const bool focus_requested = FocusableItemRegister(window, id); const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); From e137db2df7c8d3ea89f95d96d28ed9f4b7b11242 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 9 Mar 2020 18:55:22 +0100 Subject: [PATCH 687/687] CI: Enable error on warnings for the extra warnings builds as an experiment. FAQ tweaks --- .github/workflows/build.yml | 8 ++++---- docs/FAQ.md | 31 ++++++++++++++++++++++--------- docs/README.md | 1 + 3 files changed, 27 insertions(+), 13 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index ccc5c2443..16ab157d6 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -171,22 +171,22 @@ jobs: - name: Build example_null (extra warnings, gcc 32-bit) run: | make -C examples/example_null clean - CXXFLAGS="$CXXFLAGS -m32" make -C examples/example_null EXTRA_WARNINGS=1 + CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (extra warnings, gcc 64-bit) run: | make -C examples/example_null clean - CXXFLAGS="$CXXFLAGS -m64" make -C examples/example_null EXTRA_WARNINGS=1 + CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (extra warnings, clang 32-bit) run: | make -C examples/example_null clean - CXXFLAGS="$CXXFLAGS -m32" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 + CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (extra warnings, clang 64-bit) run: | make -C examples/example_null clean - CXXFLAGS="$CXXFLAGS -m64" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 + CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1 - name: Build example_null (single file build) run: | diff --git a/docs/FAQ.md b/docs/FAQ.md index 571c94c78..b173a73d0 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -161,22 +161,35 @@ Interactive widgets (such as calls to Button buttons) need a unique ID. Unique ID are used internally to track active widgets and occasionally associate state to widgets. Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. -- Unique ID are often derived from a string label: -```c -Button("OK"); // Label = "OK", ID = hash of (..., "OK") -Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") -``` -- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having -two buttons labeled "OK" in different windows or different tree locations is fine. -We used "..." above to signify whatever was already pushed to the ID stack previously: +- Unique ID are often derived from a string label and at minimum scoped within their host window: ```c Begin("MyWindow"); -Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") +Button("OK"); // Label = "OK", ID = hash of ("MyWindow" "OK") +Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel") +End(); +``` +- Other elements such as tree nodes, etc. also pushes to the ID stack: +```c +Begin("MyWindow"); +if (TreeNode("MyTreeNode")) +{ + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK") + TreePop(); +} +End(); +``` +- Two items labeled "OK" in different windows or different tree locations won't collide: +``` +Begin("MyFirstWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK") End(); Begin("MyOtherWindow"); Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") End(); ``` + +We used "..." above to signify whatever was already pushed to the ID stack previously: + - If you have a same ID twice in the same location, you'll have a conflict: ```c Button("OK"); diff --git a/docs/README.md b/docs/README.md index a843822be..8c1636efc 100644 --- a/docs/README.md +++ b/docs/README.md @@ -203,6 +203,7 @@ From November 2014 to December 2019, ongoing development has also been financial Dear ImGui is using software and services provided free of charge for open source projects: - [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. - [GitHub actions](https://github.com/features/actions) for continuous integration systems. +- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. Credits -------