if(g_pVertexShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pPixelShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pVertexShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pPixelShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pVertexShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pPixelShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
returnfalse;// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
// 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.
// 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.
// (minor and older changes stripped away, please see git history for details)
// (minor and older changes stripped away, please see git history for details)
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
// 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.
// 2019-08-01: 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.
// 2019-05-29: 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.
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
staticconstfloatWINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS=4.0f;// Extend outside and inside windows. Affect FindHoveredWindow().
staticconstfloatWINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS=4.0f;// Extend outside and inside windows. Affect FindHoveredWindow().
staticconstfloatWINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER=0.04f;// Reduce visual noise by only highlighting the border after a certain time.
staticconstfloatWINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER=0.04f;// Reduce visual noise by only highlighting the border after a certain time.
staticconstfloatWINDOWS_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.
staticconstfloatWINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER=2.00f;// Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
// Docking
// Docking
staticconstfloatDOCKING_TRANSPARENT_PAYLOAD_ALPHA=0.50f;// For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
staticconstfloatDOCKING_TRANSPARENT_PAYLOAD_ALPHA=0.50f;// For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
@ -1054,6 +1055,7 @@ ImGuiStyle::ImGuiStyle()
GrabRounding=0.0f;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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.
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.
TabBorderSize=0.0f;// Thickness of border around tabs.
TabMinWidthForUnselectedCloseButton=0.0f;// Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ColorButtonPosition=ImGuiDir_Right;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
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.
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. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
SelectableTextAlign=ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
@ -603,13 +603,16 @@ namespace ImGui
// Popups, Modals
// Popups, Modals
// The properties of popups windows are:
// The properties of popups windows are:
// - They block normal mouse hovering detection outside them. (*)
// - They block normal mouse hovering detection outside them. (*1)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - 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.
// Because hovering detection is disabled outside the popup, when clicking outside the click will not be seen by underlying widgets! (*1)
// User can manipulate the visibility state by calling OpenPopup().
// - 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(), CloseCurrentPopup() etc.
// - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions.
// - 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: we need to retain popup visibility state in the library because popups may be closed as any time.
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
// (*1) You can bypass that restriction and detect hovering even when normally blocked by a popup.
// To do this use the ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// This is what BeginPopupContextItem() and BeginPopupContextWindow() are doing already, allowing a right-click to reopen another popups without losing the click.
IMGUI_APIvoidOpenPopup(constchar*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_APIvoidOpenPopup(constchar*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_APIboolBeginPopup(constchar*str_id,ImGuiWindowFlagsflags=0);// return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_APIboolBeginPopup(constchar*str_id,ImGuiWindowFlagsflags=0);// return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_APIboolBeginPopupContextItem(constchar*str_id=NULL,ImGuiMouseButtonmouse_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_APIboolBeginPopupContextItem(constchar*str_id=NULL,ImGuiMouseButtonmouse_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!
@ -669,6 +672,7 @@ namespace ImGui
// Drag and Drop
// Drag and Drop
// - [BETA API] API may evolve!
// - [BETA API] API may evolve!
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=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_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=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_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
@ -1340,7 +1344,7 @@ enum ImGuiMouseCursor_
enumImGuiCond_
enumImGuiCond_
{
{
ImGuiCond_Always=1<<0,// Set the variable
ImGuiCond_Always=1<<0,// Set the variable
ImGuiCond_Once=1<<1,// Set the variable once per runtime session (only the first call with succeed)
ImGuiCond_Once=1<<1,// Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver=1<<2,// Set the variable if the object/window has no persistently saved data (no entry in .ini file)
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)
ImGuiCond_Appearing=1<<3// Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
};
@ -1464,6 +1468,7 @@ struct ImGuiStyle
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatTabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
floatTabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
floatTabBorderSize;// Thickness of border around tabs.
floatTabBorderSize;// Thickness of border around tabs.
floatTabMinWidthForUnselectedCloseButton;// Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDirColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImGuiDirColorButtonPosition;// Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2SelectableTextAlign;// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
ImVec2SelectableTextAlign;// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
// 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.
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read docs/FONTS.txt for more details about using colorful icons.
// Read docs/FONTS.txt for more details about using colorful icons.
IMGUI_APIintAddCustomRectRegular(unsignedintid,intwidth,intheight);// Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
// Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_APIintAddCustomRectFontGlyph(ImFont*font,ImWcharid,intwidth,intheight,floatadvance_x,constImVec2&offset=ImVec2(0,0));// Id needs to be < 0x110000 to register a rectangle to map into a specific font.
floatScale;// 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
floatScale;// 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
floatAscent,Descent;// 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
floatAscent,Descent;// 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
intMetricsTotalSurface;// 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)
intMetricsTotalSurface;// 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)
ImU8Used4kPagesMap[(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.
ImU8Used4kPagesMap[(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 across all used codepoints.
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",(unsignedint*)&base_flags,ImGuiTreeNodeFlags_SpanAvailWidth);ImGui::SameLine();HelpMarker("Extend hit area to all available width instead of allowing more items to be layed out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",(unsignedint*)&base_flags,ImGuiTreeNodeFlags_SpanAvailWidth);ImGui::SameLine();HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
// 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.
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your preferred type.
// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
// 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.");
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.");
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)