Merge remote-tracking branch 'origin' into 2016-02-colorpicker

docking
ocornut 8 years ago
commit 404979e48d

@ -282,15 +282,15 @@ void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)

@ -282,15 +282,15 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)

@ -173,17 +173,12 @@ static void stb__write(unsigned char v)
++stb__outbytes;
}
#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
static void stb_out2(stb_uint v)
{
stb_out(v >> 8);
stb_out(v);
}
//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16);
stb_out(v >> 8 ); stb_out(v); }
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
static void outliterals(stb_uchar *in, int numlit)
{

@ -26,6 +26,9 @@
//---- Don't define obsolete functions names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb

@ -152,6 +152,7 @@
- 2016/08/xx (1.XX) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to ColorEdit*() functions
replaced ColorEdit4() third parameter 'bool show_alpha=true' to 'ImGuiColorEditFlags flags=0x01' where ImGuiColorEditFlags_Alpha=0x01 for dodgy compatibility
- 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.
@ -565,7 +566,6 @@
- style: color-box not always square?
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps 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/opt: PopStyleVar could be optimized by having GetStyleVar returns the type, using a table mapping stylevar enum to data type.
- style: global scale setting.
- style: WindowPadding needs to be EVEN needs the 0.5 multiplier probably have a subtle effect on clip rectangle
- text: simple markup language for color change?
@ -732,7 +732,7 @@ ImGuiStyle::ImGuiStyle()
WindowPadding = ImVec2(8,8); // Padding within a window
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
@ -745,6 +745,7 @@ ImGuiStyle::ImGuiStyle()
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.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplaySafeAreaPadding = ImVec2(4,4); // 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.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
@ -1196,16 +1197,20 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
{
float s = 1.0f/255.0f;
return ImVec4((in & 0xFF) * s, ((in >> 8) & 0xFF) * s, ((in >> 16) & 0xFF) * s, (in >> 24) * s);
return ImVec4(
((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
}
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
{
ImU32 out;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x));
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << 8;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << 16;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << 24;
out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
return out;
}
@ -1213,14 +1218,14 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
{
ImVec4 c = GImGui->Style.Colors[idx];
c.w *= GImGui->Style.Alpha * alpha_mul;
return ImGui::ColorConvertFloat4ToU32(c);
return ColorConvertFloat4ToU32(c);
}
ImU32 ImGui::GetColorU32(const ImVec4& col)
{
ImVec4 c = col;
c.w *= GImGui->Style.Alpha;
return ImGui::ColorConvertFloat4ToU32(c);
return ColorConvertFloat4ToU32(c);
}
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
@ -1829,6 +1834,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
g.ActiveId = id;
g.ActiveIdAllowOverlap = false;
g.ActiveIdIsJustActivated = true;
if (id)
g.ActiveIdIsAlive = true;
g.ActiveIdWindow = window;
}
@ -2869,8 +2876,9 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
}
}
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
void ImGui::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, const ImRect* clip_rect)
{
// Hide anything after a '##' string
const char* text_display_end = FindRenderedTextEnd(text, text_end);
@ -2885,14 +2893,15 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
ImVec2 pos = pos_min;
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
if (!clip_max) clip_max = &pos_max;
const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
if (!clip_min) clip_min = &pos_min; else need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
// Align
if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
if (align & ImGuiAlign_VCenter) pos.y = ImMax(pos.y, (pos.y + pos_max.y - text_size.y) * 0.5f);
// Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
// Render
if (need_clipping)
@ -4065,7 +4074,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
if (window_pos_center)
{
// Center (any sort of window)
SetWindowPos(ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f));
SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f), 0);
}
else if (flags & ImGuiWindowFlags_ChildMenu)
{
@ -4306,16 +4315,17 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
if (!(flags & ImGuiWindowFlags_NoCollapse))
RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
ImVec2 text_min = window->Pos + style.FramePadding;
ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
bool pad_right = (p_open != NULL);
if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
ImVec2 clip_min = ImVec2(text_min.x, window->Pos.y);
RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_min, &clip_max);
ImVec2 text_min = window->Pos;
ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y);
ImRect clip_rect;
clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : 0.0f;
if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
text_min.x += pad_left;
text_max.x -= pad_right;
clip_rect.Min = ImVec2(text_min.x, window->Pos.y);
RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
@ -4647,7 +4657,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
ImGuiContext& g = *GImGui;
ImGuiColMod backup;
backup.Col = idx;
backup.PreviousValue = g.Style.Colors[idx];
backup.BackupValue = g.Style.Colors[idx];
g.ColorModifiers.push_back(backup);
g.Style.Colors[idx] = col;
}
@ -4658,64 +4668,65 @@ void ImGui::PopStyleColor(int count)
while (count > 0)
{
ImGuiColMod& backup = g.ColorModifiers.back();
g.Style.Colors[backup.Col] = backup.PreviousValue;
g.Style.Colors[backup.Col] = backup.BackupValue;
g.ColorModifiers.pop_back();
count--;
}
}
static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
struct ImGuiStyleVarInfo
{
ImGuiContext& g = *GImGui;
switch (idx)
{
case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding;
case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
case ImGuiStyleVar_IndentSpacing: return &g.Style.IndentSpacing;
case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize;
}
return NULL;
}
ImGuiDataType Type;
ImU32 Offset;
void* GetVarPtr() const { return (void*)((unsigned char*)&GImGui->Style + Offset); }
};
static const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] =
{
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },
};
static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
{
ImGuiContext& g = *GImGui;
switch (idx)
{
case ImGuiStyleVar_WindowPadding: return &g.Style.WindowPadding;
case ImGuiStyleVar_WindowMinSize: return &g.Style.WindowMinSize;
case ImGuiStyleVar_FramePadding: return &g.Style.FramePadding;
case ImGuiStyleVar_ItemSpacing: return &g.Style.ItemSpacing;
case ImGuiStyleVar_ItemInnerSpacing: return &g.Style.ItemInnerSpacing;
}
return NULL;
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
return &GStyleVarInfo[idx];
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
{
ImGuiContext& g = *GImGui;
float* pvar = GetStyleVarFloatAddr(idx);
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a float.
ImGuiStyleMod backup;
backup.Var = idx;
backup.PreviousValue = ImVec2(*pvar, 0.0f);
g.StyleModifiers.push_back(backup);
*pvar = val;
const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float)
{
float* pvar = (float*)var_info->GetVarPtr();
GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
{
ImGuiContext& g = *GImGui;
ImVec2* pvar = GetStyleVarVec2Addr(idx);
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
ImGuiStyleMod backup;
backup.Var = idx;
backup.PreviousValue = *pvar;
g.StyleModifiers.push_back(backup);
*pvar = val;
const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
if (var_info->Type == ImGuiDataType_Float2)
{
ImVec2* pvar = (ImVec2*)var_info->GetVarPtr();
GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
*pvar = val;
return;
}
IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
}
void ImGui::PopStyleVar(int count)
@ -4724,10 +4735,10 @@ void ImGui::PopStyleVar(int count)
while (count > 0)
{
ImGuiStyleMod& backup = g.StyleModifiers.back();
if (float* pvar_f = GetStyleVarFloatAddr(backup.Var))
*pvar_f = backup.PreviousValue.x;
else if (ImVec2* pvar_v = GetStyleVarVec2Addr(backup.Var))
*pvar_v = backup.PreviousValue;
const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
if (info->Type == ImGuiDataType_Float) (*(float*)info->GetVarPtr()) = backup.BackupFloat[0];
else if (info->Type == ImGuiDataType_Float2) (*(ImVec2*)info->GetVarPtr()) = ImVec2(backup.BackupFloat[0], backup.BackupFloat[1]);
else if (info->Type == ImGuiDataType_Int) (*(int*)info->GetVarPtr()) = backup.BackupInt[0];
g.StyleModifiers.pop_back();
count--;
}
@ -4860,14 +4871,13 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond co
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
{
ImGuiWindow* window = GetCurrentWindow();
ImGuiWindow* window = GetCurrentWindowRead();
SetWindowPos(window, pos, cond);
}
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
{
ImGuiWindow* window = FindWindowByName(name);
if (window)
if (ImGuiWindow* window = FindWindowByName(name))
SetWindowPos(window, pos, cond);
}
@ -5448,7 +5458,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
// Render
const char* value_text_begin = &g.TempBuffer[0];
const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImGuiAlign_VCenter);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
@ -5565,7 +5575,7 @@ 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)
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;
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
@ -5581,7 +5591,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
// Render
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, ImGuiAlign_Center | ImGuiAlign_VCenter);
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
@ -6580,7 +6590,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
// 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 + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@ -6627,7 +6637,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
// For the vertical slider we allow centered text to overlap the frame padding
char value_buf[64];
char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
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);
@ -6877,7 +6887,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
// 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 + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
@ -7128,7 +7138,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
// Text overlay
if (overlay_text)
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImGuiAlign_Center);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
@ -7204,7 +7214,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
}
bool ImGui::Checkbox(const char* label, bool* v)
@ -7605,11 +7615,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
const ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
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
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
@ -7618,7 +7630,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
ImGuiWindow* draw_window = window;
if (is_multiline)
{
BeginGroup();
if (!BeginChildFrame(id, frame_bb.GetSize()))
{
EndChildFrame();
@ -8145,8 +8156,6 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
EndChildFrame();
EndGroup();
if (g.ActiveId == id || is_currently_scrolling) // Set LastItemId which was lost by EndChild/EndGroup, so user can use IsItemActive()
window->DC.LastItemId = g.ActiveId;
}
if (is_password)
@ -8200,7 +8209,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))
extra_flags |= ImGuiInputTextFlags_CharsDecimal;
extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
// Step buttons
@ -8418,7 +8427,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
{
const char* item_text;
if (items_getter(data, *current_item, &item_text))
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL);
RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));
}
if (label_size.x > 0)
@ -8564,7 +8573,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size);
RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
@ -8840,7 +8849,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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 = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 0x80008000 : 0x80000080); window->DrawList->PopClipRect(); // Debug
//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
}
}
@ -9325,6 +9334,7 @@ void ImGui::BeginGroup()
group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
group_data.BackupLogLinePosY = window->DC.LogLinePosY;
group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;
group_data.AdvanceCursor = true;
window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
@ -9336,15 +9346,15 @@ void ImGui::BeginGroup()
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiStyle& style = GetStyle();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
group_bb.Max.y -= style.ItemSpacing.y; // Cancel out last vertical spacing because we are adding one ourselves.
group_bb.Max.y -= g.Style.ItemSpacing.y; // Cancel out last vertical spacing because we are adding one ourselves.
group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
window->DC.CursorPos = group_data.BackupCursorPos;
@ -9362,9 +9372,17 @@ void ImGui::EndGroup()
ItemAdd(group_bb, NULL);
}
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will function on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
if (active_id_within_group)
window->DC.LastItemId = g.ActiveId;
if (active_id_within_group && g.HoveredId == g.ActiveId)
window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = true;
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF); // Debug
//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
@ -9702,13 +9720,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
{
Text("%s: %08X", prefix, v);
SameLine();
ImVec4 col;
col.x = (float)((v >> 0) & 0xFF) / 255.0f;
col.y = (float)((v >> 8) & 0xFF) / 255.0f;
col.z = (float)((v >> 16) & 0xFF) / 255.0f;
col.w = (float)((v >> 24) & 0xFF) / 255.0f;
ColorButton(col, true);
ColorButton(ColorConvertU32ToFloat4(v), true);
}
//-----------------------------------------------------------------------------

@ -70,7 +70,6 @@ typedef void* ImTextureID; // user data to identify a texture (this is
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditFlags; // color edit mode for ColorEdit*() // enum ImGuiColorEditFlags_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
@ -647,17 +646,9 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float
};
enum ImGuiAlign_
{
ImGuiAlign_Left = 1 << 0,
ImGuiAlign_Center = 1 << 1,
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Top = 1 << 3,
ImGuiAlign_VCenter = 1 << 4,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
ImGuiStyleVar_GrabMinSize, // float
ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_*
ImGuiStyleVar_Count_
};
// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4()
@ -703,7 +694,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImGuiAlign WindowTitleAlign; // Alignment for title bar text
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
@ -714,8 +705,9 @@ struct ImGuiStyle
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
@ -1046,6 +1038,25 @@ struct ImGuiSizeConstraintCallbackData
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// Helpers macros to generate 32-bits encoded colors
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
#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
// ImColor() helper to implicity 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.
@ -1056,7 +1067,7 @@ struct ImColor
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
@ -1102,12 +1113,6 @@ struct ImGuiListClipper
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// Helpers macros to generate 32-bits encoded colors
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
#define IM_COL32_WHITE (0xFFFFFFFF)
#define IM_COL32_BLACK (0xFF000000)
#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
// 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, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.

@ -30,7 +30,9 @@
#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 "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#elif defined(__GNUC__)
#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)
@ -71,7 +73,13 @@ static void ShowHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
ImGui::SetTooltip(desc);
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(450.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
void ImGui::ShowUserGuide()
@ -349,18 +357,18 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Text("Test paragraph 1:");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("lazy dog. This paragraph is made to fit within %.0f pixels. The quick brown fox jumps over the lazy dog.", wrap_width);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::Text("Test paragraph 2:");
pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), 0xFFFF00FF);
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("aaaaaaaa bbbbbbbb, cccccccc,dddddddd. eeeeeeee ffffffff. gggggggg!hhhhhhhh");
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), 0xFF00FFFF);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::TreePop();
@ -790,7 +798,7 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Separator();
ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 500);
ImGui::SliderInt("Sample count", &display_count, 1, 400);
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
@ -1632,7 +1640,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::TreePop();
}
if (ImGui::TreeNode("Sizes"))
if (ImGui::TreeNode("Settings"))
{
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
@ -1647,6 +1655,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 16.0f, "%.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::TreePop();
}
@ -1727,7 +1738,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::PopFont();
if (ImGui::TreeNode("Details"))
{
ImGui::DragFloat("font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this font
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::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);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
@ -1735,6 +1747,47 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImFontConfig* cfg = &font->ConfigData[config_i];
ImGui::BulletText("Input %d: \'%s\'\nOversample: (%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
const ImFont::Glyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior.
font->FallbackGlyph = NULL;
for (int base = 0; base < 0x10000; base += 256)
{
int count = 0;
for (int n = 0; n < 256; n++)
count += font->FindGlyph((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"))
{
float cell_spacing = style.ItemSpacing.y;
ImVec2 cell_size(font->FontSize * 1, font->FontSize * 1);
ImVec2 base_pos = ImGui::GetCursorScreenPos();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (int n = 0; n < 256; n++)
{
ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size.x + cell_spacing), base_pos.y + (n / 16) * (cell_size.y + cell_spacing));
ImVec2 cell_p2(cell_p1.x + cell_size.x, cell_p1.y + cell_size.y);
const ImFont::Glyph* glyph = font->FindGlyph((ImWchar)(base+n));;
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
font->RenderChar(draw_list, cell_size.x, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
{
ImGui::BeginTooltip();
ImGui::Text("Codepoint: U+%04X", base+n);
ImGui::Separator();
ImGui::Text("XAdvance+1: %.1f", glyph->XAdvance);
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);
ImGui::EndTooltip();
}
}
ImGui::Dummy(ImVec2((cell_size.x + cell_spacing) * 16, (cell_size.y + cell_spacing) * 16));
ImGui::TreePop();
}
}
font->FallbackGlyph = glyph_fallback;
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::TreePop();
@ -2011,7 +2064,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
}
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // 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), 0xFF00FFFF, 2.0f);
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();

@ -39,7 +39,9 @@
#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 "-Wsign-conversion" // warning : implicit conversion changes signedness //
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#elif defined(__GNUC__)
#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
@ -429,7 +431,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
{
// Anti-aliased stroke
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & 0x00ffffff;
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
const int idx_count = thick_line ? count*18 : count*12;
const int vtx_count = thick_line ? points_count*4 : points_count*3;
@ -602,7 +604,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
{
// Anti-aliased Fill
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & 0x00ffffff;
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
const int idx_count = (points_count-2)*3 + points_count*6;
const int vtx_count = (points_count*2);
PrimReserve(idx_count, vtx_count);
@ -797,7 +799,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a + ImVec2(0.5f,0.5f));
PathLineTo(b + ImVec2(0.5f,0.5f));
@ -807,7 +809,7 @@ 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, float thickness)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners);
PathStroke(col, true, thickness);
@ -815,7 +817,7 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding > 0.0f)
{
@ -831,7 +833,7 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa
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)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) >> 24) == 0)
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
@ -846,7 +848,7 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
@ -858,7 +860,7 @@ void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, cons
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
@ -870,7 +872,7 @@ void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
@ -881,7 +883,7 @@ void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c,
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
@ -892,7 +894,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
@ -902,7 +904,7 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
@ -912,7 +914,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 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 >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(pos0);
@ -922,7 +924,7 @@ void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImV
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
if (text_end == NULL)
@ -957,7 +959,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
{
if ((col >> 24) == 0)
if ((col & IM_COL32_A_MASK) == 0)
return;
// FIXME-OPT: This is wasting draw calls.
@ -1119,7 +1121,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
*dst++ = ((unsigned int)(*src++) << 24) | 0x00FFFFFF;
*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
}
*out_pixels = (unsigned char*)TexPixelsRGBA32;
@ -1167,7 +1169,7 @@ static void Decode85(const unsigned char* src, unsigned char* dst)
while (*src)
{
unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianess.
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
src += 5;
dst += 4;
}

@ -75,6 +75,7 @@ extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context po
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_PI 3.14159265358979323846f
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
// 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
@ -193,7 +194,8 @@ enum ImGuiPlotType
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float
ImGuiDataType_Float,
ImGuiDataType_Float2,
};
// 2D axis aligned bounding-box
@ -242,14 +244,17 @@ struct IMGUI_API ImRect
struct ImGuiColMod
{
ImGuiCol Col;
ImVec4 PreviousValue;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
// Stacked data for BeginGroup()/EndGroup()
@ -262,6 +267,7 @@ struct ImGuiGroupData
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool BackupActiveIdIsAlive;
bool AdvanceCursor;
};
@ -704,11 +710,11 @@ namespace ImGui
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
// FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
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 RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderBullet(ImVec2 pos);

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