- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
- Misc: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later.
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).**
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
@ -137,8 +137,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper: make it easier to disable clipper with a single flag.
- combo: option for BeginCombo to not return true when unchanged (#1182)
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658)
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: refactor and clean the begin/end api
- listbox: multiple selection.
- listbox: unselect option (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash)
@ -207,6 +209,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: add demo. (#143, #479)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop.
- node/graph editor (#306)
@ -258,6 +261,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
// Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// Our implementation does NOT call C++ constructors/destructors. This is intentional and we do not require it. Do not use this class as a straight std::vector replacement in your code!
// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do not use this class as a straight std::vector replacement in your code!
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_APIImDrawList*CloneOutput()const;// Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Internal helpers
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
@ -1652,21 +1655,23 @@ struct ImDrawList
};
// All draw data to render an ImGui frame
// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
structImDrawData
{
boolValid;// Only valid after Render() is called and before the next NewFrame() is called.
ImDrawList**CmdLists;
intCmdListsCount;
intTotalVtxCount;// For convenience, sum of all cmd_lists vtx_buffer.Size
intTotalIdxCount;// For convenience, sum of all cmd_lists idx_buffer.Size
ImDrawList**CmdLists;// Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
intCmdListsCount;// Number of ImDrawList* to render
intTotalIdxCount;// For convenience, sum of all ImDrawList's IdxBuffer.Size
intTotalVtxCount;// For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVec2DisplayPos;// Virtual upper-left position of the viewport to render (== ImVec2(0,0) for the main viewport == upper-left of the orthogonal projection matrix to use)
ImVec2DisplaySize;// Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
// Functions
ImDrawData(){Clear();}
voidClear(){Valid=false;CmdLists=NULL;CmdListsCount=TotalVtxCount=TotalIdxCount=0;DisplayPos=DisplaySize=ImVec2(0.f,0.f);}// Draw lists are owned by the ImGuiContext and only pointed to here.
IMGUI_APIvoidDeIndexAllBuffers();// Convenience: convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&sc);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
ImDrawData(){Valid=false;Clear();}
~ImDrawData(){Clear();}
voidClear(){Valid=false;CmdLists=NULL;CmdListsCount=TotalVtxCount=TotalIdxCount=0;DisplayPos=DisplaySize=ImVec2(0.f,0.f);}// The ImDrawList are owned by ImGuiContext!
IMGUI_APIvoidDeIndexAllBuffers();// Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&sc);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.