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Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts: imgui.cpp imgui.h
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commit
e9b6e437eb
@ -241,6 +241,10 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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samplerDesc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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}
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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bool ImGui_ImplDX11_CreateDeviceObjects()
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@ -239,6 +239,10 @@ static void ImGui_ImplDX9_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)pTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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bool ImGui_ImplDX9_CreateDeviceObjects()
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@ -175,6 +175,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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@ -156,6 +156,10 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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return true;
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}
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53
imgui.h
53
imgui.h
@ -42,6 +42,7 @@ typedef ImU32 ImGuiID; // unique ID used by widgets (typically hash
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiAlign; // enum ImGuiAlign_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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@ -211,7 +212,7 @@ namespace ImGui
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IMGUI_API void PopStyleVar(int count = 1);
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// Parameters stacks (current window)
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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 -0.01f always align width to the right side)
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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)
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IMGUI_API void PopItemWidth();
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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@ -317,11 +318,11 @@ namespace ImGui
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IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
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// Widgets: Drags (tip: ctrl+click on a drag box to input text)
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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* display_format = "%.3f", float power = 1.0f); // If v_max >= v_max we have no bound
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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* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
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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* display_format = "%.3f", float power = 1.0f);
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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* display_format = "%.3f", float power = 1.0f);
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IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
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IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
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IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
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IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
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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* display_format = "%.0f");
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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* display_format = "%.0f");
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@ -329,13 +330,13 @@ namespace ImGui
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// Widgets: Input
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IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
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IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
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IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
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IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1);
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IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt2(const char* label, int v[2]);
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IMGUI_API bool InputInt3(const char* label, int v[3]);
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IMGUI_API bool InputInt4(const char* label, int v[4]);
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IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
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IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
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// Widgets: Trees
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IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
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@ -357,6 +358,11 @@ namespace ImGui
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IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
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IMGUI_API void ListBoxFooter(); // terminate the scrolling region
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// Widgets: Menus
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// FIXME-WIP: v1.39 in development
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IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false); // bool enabled = true
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IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected); // bool enabled = true
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// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare your own within the ImGui namespace!)
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IMGUI_API void Value(const char* prefix, bool b);
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IMGUI_API void Value(const char* prefix, int v);
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@ -554,6 +560,14 @@ enum ImGuiStyleVar_
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ImGuiStyleVar_GrabMinSize // float
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};
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enum ImGuiAlign_
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{
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ImGuiAlign_Left = 1 << 0,
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ImGuiAlign_Center = 1 << 1,
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ImGuiAlign_Right = 1 << 2,
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ImGuiAlign_Default = ImGuiAlign_Left,
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};
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// Enumeration for ColorEditMode()
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enum ImGuiColorEditMode_
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{
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@ -583,7 +597,8 @@ enum ImGuiSetCond_
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{
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ImGuiSetCond_Always = 1 << 0, // Set the variable
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ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
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ImGuiSetCond_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
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ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
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ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
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};
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struct ImGuiStyle
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@ -592,18 +607,19 @@ struct ImGuiStyle
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ImVec2 WindowPadding; // Padding within a window
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ImVec2 WindowMinSize; // Minimum window size
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float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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ImGuiAlign WindowTitleAlign; // Alignment for title bar text
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float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
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ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
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float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
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ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
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ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
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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!
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ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
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float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
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float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ScrollbarWidth; // Width of the vertical scrollbar
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float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
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float ScrollbarRounding; // Radius of grab corners for scrollbar
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float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplaySafeAreaPadding; // 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.
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ImVec4 Colors[ImGuiCol_COUNT];
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@ -685,6 +701,7 @@ struct ImGuiIO
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float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
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int MetricsRenderVertices; // Vertices processed during last call to Render()
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int MetricsRenderIndices; //
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int MetricsActiveWindows; // Number of visible windows (exclude child windows)
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//------------------------------------------------------------------
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// [Internal] ImGui will maintain those fields for you
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@ -969,10 +986,12 @@ struct ImFontAtlas
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IMGUI_API ~ImFontAtlas();
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IMGUI_API ImFont* AddFontDefault();
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IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
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IMGUI_API ImFont* AddFontFromMemoryTTF(void* in_ttf_data, unsigned int in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory, will be deleted after build
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IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* in_compressed_ttf_data, unsigned int in_compressed_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'in_compressed_ttf_data' untouched and still owned by caller. compress with binary_to_compressed_c.
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IMGUI_API void ClearTexData(); // Saves RAM once the texture has been copied to graphics memory.
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IMGUI_API void Clear();
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IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
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IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'compressed_ttf_data' untouched and still owned by caller. Compress with binary_to_compressed_c.cpp
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IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
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IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
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IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
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IMGUI_API void Clear(); // Clear all
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// Retrieve texture data
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// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
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@ -1003,7 +1022,6 @@ struct ImFontAtlas
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struct ImFontAtlasData;
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ImVector<ImFontAtlasData*> InputData; // Internal data
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IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
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IMGUI_API void ClearInputData(); // Clear the input TTF data.
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IMGUI_API void RenderCustomTexData(int pass, void* rects);
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};
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@ -1027,6 +1045,7 @@ struct ImFont
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signed short XOffset, YOffset;
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float U0, V0, U1, V1; // Texture coordinates
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};
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float BaseLine; // Distance from top to bottom of e.g. 'A' [0..FontSize]
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ImFontAtlas* ContainerAtlas; // What we has been loaded into
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ImVector<Glyph> Glyphs;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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