docking
gzito 9 years ago
commit 79ca203850

@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings // ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// by @birthggd // by @birthggd

@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings // ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// by @birthggd // by @birthggd

@ -1,4 +1,7 @@
// ImGui Win32 + DirectX11 binding // ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>
@ -328,7 +331,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the input layout // Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = { D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
}; };

@ -1,4 +1,7 @@
// ImGui Win32 + DirectX11 binding // ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct ID3D11Device; struct ID3D11Device;

@ -1,4 +1,7 @@
// ImGui Win32 + DirectX9 binding // ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

@ -1,4 +1,7 @@
// ImGui Win32 + DirectX9 binding // ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct IDirect3DDevice9; struct IDirect3DDevice9;

@ -1,14 +1,14 @@
# iOS example # iOS example
----
## Introduction ## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/). This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
It is a rather complex example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui.
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active. Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use ## How to Use
----
0. In Synergy, go to Preferences, and uncheck "Use SSL encryption" 0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
0. Run the example app. 0. Run the example app.
@ -16,7 +16,6 @@ Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImG
0. Enter the name or the IP of your synergy host 0. Enter the name or the IP of your synergy host
0. If you had previously connected to a server, you may need to kill and re-start the app. 0. If you had previously connected to a server, you may need to kill and re-start the app.
----
## Notes and TODOs ## Notes and TODOs
Things that would be nice but I didn't get around to doing: Things that would be nice but I didn't get around to doing:
@ -26,7 +25,6 @@ Things that would be nice but I didn't get around to doing:
* Graceful disconnect/reconnect from uSynergy. * Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported * Copy/Paste not well-supported
----
## C++ on iOS ## C++ on iOS
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension. ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.

@ -20,6 +20,8 @@
MemSize=6000000 MemSize=6000000
MemSizeDebug=6000000 MemSizeDebug=6000000
DispFixRot=FixedLandscape DispFixRot=FixedLandscape
# emulate iphone 5 resolution, change these settings to emulate other display resolution
WinWidth=1136 WinWidth=1136
WinHeight=640 WinHeight=640

@ -17,14 +17,17 @@ static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f; static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = 0; static CIwTexture* g_FontTexture = 0;
static int g_KeyboardGetCharAvailable = 0 ; static char* g_ClipboardText = 0 ;
static bool g_osdKeyboardEnabled = false ;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2 g_scale = ImVec2(1.0f,1.0f) ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
{ {
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Render command lists // Render command lists
@ -39,8 +42,9 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ; CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
for( int i=0; i < nVert; i++ ) { for( int i=0; i < nVert; i++ ) {
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x ; // todo - optimize multiplication on gpu using vertex shader
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y ; pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ; pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
pColStream[i] = cmd_list->VtxBuffer[i].col ; pColStream[i] = cmd_list->VtxBuffer[i].col ;
@ -83,15 +87,20 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
static const char* ImGui_Marmalade_GetClipboardText() static const char* ImGui_Marmalade_GetClipboardText()
{ {
static char clipBuf[512] ;
if(s3eClipboardAvailable()) { if(s3eClipboardAvailable()) {
s3eClipboardGetText( clipBuf, 512 ); int size = s3eClipboardGetText( NULL, 0 );
if( size > 0 ) {
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
}
g_ClipboardText = new char[size] ;
g_ClipboardText[0] = '\0' ;
s3eClipboardGetText(g_ClipboardText,size) ;
} }
else {
clipBuf[0] = '\0' ;
} }
return clipBuf ; return g_ClipboardText ;
} }
static void ImGui_Marmalade_SetClipboardText(const char* text) static void ImGui_Marmalade_SetClipboardText(const char* text)
@ -129,7 +138,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserDat
return 0; return 0;
} }
//void ImGui_Marmalade_ScrollCallback(GLFWwindow*,double /*xoffset*/,double yoffset) //void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
//{ //{
// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. // g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
//} //}
@ -157,7 +166,7 @@ int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ; s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
if( (e->m_Char > 0 && e->m_Char < 0x10000) && io.WantTextInput ) { if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
io.AddInputCharacter((unsigned short)e->m_Char); io.AddInputCharacter((unsigned short)e->m_Char);
} }
@ -177,7 +186,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
g_FontTexture = new CIwTexture() ; g_FontTexture = new CIwTexture() ;
g_FontTexture->SetModifiable(true) ; g_FontTexture->SetModifiable(true) ;
CIwImage& image = g_FontTexture->GetImage() ; CIwImage& image = g_FontTexture->GetImage() ;
image.SetFormat(CIwImage::Format::ARGB_8888) ; image.SetFormat(CIwImage::ARGB_8888) ;
image.SetWidth(width) ; image.SetWidth(width) ;
image.SetHeight(height) ; image.SetHeight(height) ;
image.SetBuffers(); // allocates and own buffers image.SetBuffers(); // allocates and own buffers
@ -198,6 +207,11 @@ bool ImGui_Marmalade_CreateDeviceObjects()
void ImGui_Marmalade_InvalidateDeviceObjects() void ImGui_Marmalade_InvalidateDeviceObjects()
{ {
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
}
if (g_FontTexture) if (g_FontTexture)
{ {
delete g_FontTexture ; delete g_FontTexture ;
@ -239,14 +253,8 @@ bool ImGui_Marmalade_Init( bool install_callbacks)
{ {
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ; s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ; s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
// enable KEYBOARD_GET_CHAR
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ;
g_KeyboardGetCharAvailable = s3eKeyboardGetInt(S3E_KEYBOARD_GET_CHAR) ;
if( g_KeyboardGetCharAvailable ) {
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ; s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
} }
}
return true; return true;
} }
@ -260,8 +268,9 @@ void ImGui_Marmalade_Shutdown()
void ImGui_Marmalade_NewFrame() void ImGui_Marmalade_NewFrame()
{ {
if (!g_FontTexture) if (!g_FontTexture) {
ImGui_Marmalade_CreateDeviceObjects(); ImGui_Marmalade_CreateDeviceObjects();
}
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -269,29 +278,19 @@ void ImGui_Marmalade_NewFrame()
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ; int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ;
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
io.DisplayFramebufferScale = ImVec2((float)1.0f, (float)1.0f); io.DisplayFramebufferScale = g_scale;
// Setup time step // Setup time step
double current_time = s3eTimerGetUST() / 1000.0f ; double current_time = s3eTimerGetUST() / 1000.0f ;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time; g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
//if ( gui_has_focus() )
//{
double mouse_x, mouse_y; double mouse_x, mouse_y;
mouse_x = s3ePointerGetX(); mouse_x = s3ePointerGetX();
mouse_y = s3ePointerGetY(); mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
//}
//else
//{
// io.MousePos = ImVec2(-1,-1);
//}
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++) {
{
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false; g_MousePressed[i] = false;
} }
@ -304,4 +303,18 @@ void ImGui_Marmalade_NewFrame()
// Start the frame // Start the frame
ImGui::NewFrame(); ImGui::NewFrame();
// show/hide OSD keyboard
if( io.WantTextInput ) { // some text input widget is active?
if( !g_osdKeyboardEnabled ) {
g_osdKeyboardEnabled = true ;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; // show OSD keyboard
}
}
else { // no text input widget is active
if(g_osdKeyboardEnabled) {
g_osdKeyboardEnabled = false ;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ; // hide OSD keyboard
}
}
} }

@ -8,10 +8,12 @@
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
define _snprintf=snprintf
options options
{ {
optimise-speed=1 optimise-speed=1
cxx11
} }
includepaths includepaths

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders // ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders // ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct GLFWwindow; struct GLFWwindow;

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL // ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL // ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct GLFWwindow; struct GLFWwindow;

@ -1,4 +1,7 @@
// ImGui SDL2 binding with OpenGL // ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <SDL.h> #include <SDL.h>

@ -1,4 +1,7 @@
// ImGui SDL2 binding with OpenGL // ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct SDL_Window; struct SDL_Window;

@ -18,21 +18,23 @@ typedef unsigned int stb_uint;
typedef unsigned char stb_uchar; typedef unsigned char stb_uchar;
stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len); stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding); static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression);
int main(int argc, char** argv) int main(int argc, char** argv)
{ {
if (argc < 3) if (argc < 3)
{ {
printf("Syntax: %s [-base85] <inputfile> <symbolname>\n", argv[0]); printf("Syntax: %s [-base85] [-nocompress] <inputfile> <symbolname>\n", argv[0]);
return 0; return 0;
} }
int argn = 1; int argn = 1;
bool use_base85_encoding = false; bool use_base85_encoding = false;
bool use_compression = true;
if (argv[argn][0] == '-') if (argv[argn][0] == '-')
{ {
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; } if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
else else
{ {
printf("Unknown argument: '%s'\n", argv[argn]); printf("Unknown argument: '%s'\n", argv[argn]);
@ -40,7 +42,7 @@ int main(int argc, char** argv)
} }
} }
binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding); binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression);
return 1; return 1;
} }
@ -50,7 +52,7 @@ char Encode85Byte(unsigned int x)
return (x>='\\') ? x+1 : x; return (x>='\\') ? x+1 : x;
} }
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding) bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression)
{ {
// Read file // Read file
FILE* f = fopen(filename, "rb"); FILE* f = fopen(filename, "rb");
@ -64,17 +66,19 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
// Compress // Compress
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
char* compressed = new char[maxlen]; char* compressed = use_compression ? new char[maxlen] : data;
int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz); int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
if (use_compression)
memset(compressed + compressed_sz, 0, maxlen - compressed_sz); memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
// Output as Base85 encoded // Output as Base85 encoded
FILE* out = stdout; FILE* out = stdout;
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
const char* compressed_str = use_compression ? "compressed_" : "";
if (use_base85_encoding) if (use_base85_encoding)
{ {
fprintf(out, "static const char %s_compressed_data_base85[%d+1] =\n \"", symbol, (int)((compressed_sz+3)/4)*5); fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
int column = 0; int column = 0;
for (int i = 0; i < compressed_sz; i += 4) for (int i = 0; i < compressed_sz; i += 4)
{ {
@ -87,8 +91,8 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
} }
else else
{ {
fprintf(out, "static const unsigned int %s_compressed_size = %d;\n", symbol, (int)compressed_sz); fprintf(out, "static const unsigned int %s_%ssize = %d;\n", symbol, compressed_str, (int)compressed_sz);
fprintf(out, "static const unsigned int %s_compressed_data[%d/4] =\n{", symbol, (int)((compressed_sz+3)/4)*4); fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz+3)/4)*4);
int column = 0; int column = 0;
for (int i = 0; i < compressed_sz; i += 4) for (int i = 0; i < compressed_sz; i += 4)
{ {
@ -103,6 +107,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
// Cleanup // Cleanup
delete[] data; delete[] data;
if (use_compression)
delete[] compressed; delete[] compressed;
return true; return true;
} }

@ -399,14 +399,19 @@
Issue numbers (#) refer to github issues. Issue numbers (#) refer to github issues.
The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github) The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
- window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit? - window: maximum window size settings (per-axis). for large popups in particular user may not want the popup to fill all space.
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column). clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?) - window: allow resizing of child windows (possibly given min/max for each axis?)
- window: background options for child windows, border option (disable rounding) - window: background options for child windows, border option (disable rounding)
- window: add a way to clear an existing window instead of appending (e.g. for tooltip override using a consistent api rather than the deferred tooltip)
- window: resizing from any sides? + mouse cursor directives for app. - window: resizing from any sides? + mouse cursor directives for app.
!- window: begin with *p_opened == false should return false.
- window: get size/pos helpers given names (see discussion in #249) - window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar? - window: a collapsed window can be stuck behind the main menu bar?
- window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later.
!- scrolling: allow immediately effective change of scroll if we haven't appended items yet !- scrolling: allow immediately effective change of scroll if we haven't appended items yet
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split)
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
- widgets: clean up widgets internal toward exposing everything. - widgets: clean up widgets internal toward exposing everything.
- widgets: add disabled and read-only modes (#211) - widgets: add disabled and read-only modes (#211)
@ -421,6 +426,8 @@
- input number: use mouse wheel to step up/down - input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack. - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- text: proper alignment options - text: proper alignment options
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- layout: horizontal layout helper (#97) - layout: horizontal layout helper (#97)
- layout: more generic alignment state (left/right/centered) for single items? - layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
@ -436,19 +443,20 @@
- listbox: user may want to initial scroll to focus on the one selected value? - listbox: user may want to initial scroll to focus on the one selected value?
- listbox: keyboard navigation. - listbox: keyboard navigation.
- listbox: scrolling should track modified selection. - listbox: scrolling should track modified selection.
! menus/popups: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331) -! menus/popups: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331)
- menus: local shortcuts, global shortcuts (#126) - menus: local shortcuts, global shortcuts (#126)
- menus: icons - menus: icons
- menus: menubars: some sort of priority / effect of main menu-bar on desktop size? - menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
- statusbar: add a per-window status bar helper similar to what menubar does.
- tabs - tabs
- separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y) - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
- gauge: various forms of gauge/loading bars widgets - gauge: various forms of gauge/loading bars widgets
- color: add a better color picker (perhaps a popup). - color: add a better color picker
- plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals) - plot: PlotLines() should use the polygon-stroke facilities (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots) - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value) - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID) - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- file selection widget -> build the tool in our codebase to improve model-dialog idioms - applet: file selection widget (as an example)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
@ -459,13 +467,15 @@
- text edit: centered text for slider as input text so it matches typical positioning. - text edit: centered text for slider as input text so it matches typical positioning.
- text edit: flag to disable live update of the user buffer. - text edit: flag to disable live update of the user buffer.
- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text? - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
- tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings - tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
- textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249) - textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
- settings: write more decent code to allow saving/loading new fields - settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
- style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost. - style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost.
- style: color-box not always square? - 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 that other settings? - 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.
- text: simple markup language for color change? - text: simple markup language for color change?
- log: LogButtons() options for specifying depth and/or hiding depth slider - log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
@ -479,11 +489,12 @@
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- input: rework IO to be able to pass actual events to fix temporal aliasing issues. - input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit. - input: support track pad style scrolling & slider edit.
- memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? - style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
- style editor: color child window height expressed in multiple of line height. - style editor: color child window height expressed in multiple of line height.
!- examples: directx9/directx11: resizing window duplicate the font data :(
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)? - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays - optimization: turn some the various stack vectors into statically-sized arrays
- optimization: better clipping for multi-component widgets - optimization: better clipping for multi-component widgets
@ -908,7 +919,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
if ((*str & 0xe0) == 0xc0) if ((*str & 0xe0) == 0xc0)
{ {
*out_char = 0xFFFD; // will be invalid but not end of string *out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 2) return 0; if (in_text_end && in_text_end - (const char*)str < 2) return 1;
if (*str < 0xc2) return 2; if (*str < 0xc2) return 2;
c = (unsigned int)((*str++ & 0x1f) << 6); c = (unsigned int)((*str++ & 0x1f) << 6);
if ((*str & 0xc0) != 0x80) return 2; if ((*str & 0xc0) != 0x80) return 2;
@ -919,7 +930,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
if ((*str & 0xf0) == 0xe0) if ((*str & 0xf0) == 0xe0)
{ {
*out_char = 0xFFFD; // will be invalid but not end of string *out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 3) return 0; if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
c = (unsigned int)((*str++ & 0x0f) << 12); c = (unsigned int)((*str++ & 0x0f) << 12);
@ -933,7 +944,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
if ((*str & 0xf8) == 0xf0) if ((*str & 0xf8) == 0xf0)
{ {
*out_char = 0xFFFD; // will be invalid but not end of string *out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 4) return 0; if (in_text_end && in_text_end - (const char*)str < 4) return 1;
if (*str > 0xf4) return 4; if (*str > 0xf4) return 4;
if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
@ -1761,6 +1772,17 @@ void ImGui::MemFree(void* ptr)
return GImGui->IO.MemFreeFn(ptr); return GImGui->IO.MemFreeFn(ptr);
} }
const char* ImGui::GetClipboardText()
{
return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn() : "";
}
void ImGui::SetClipboardText(const char* text)
{
if (GImGui->IO.SetClipboardTextFn)
GImGui->IO.SetClipboardTextFn(text);
}
const char* ImGui::GetVersion() const char* ImGui::GetVersion()
{ {
return IMGUI_VERSION; return IMGUI_VERSION;
@ -7217,7 +7239,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (g.IO.InputCharacters[0]) if (g.IO.InputCharacters[0])
{ {
// Process text input (before we check for Return because using some IME will effectively send a Return?) // Process text input (before we check for Return because using some IME will effectively send a Return?)
if (!is_ctrl_down && is_editable) // We ignore CTRL inputs, but need to allow CTRL+ALT as some keyboards (e.g. German) use AltGR - which is Alt+Ctrl - to input certain characters.
if (!(is_ctrl_down && !is_alt_down) && is_editable)
{ {
for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++) for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
if (unsigned int c = (unsigned int)g.IO.InputCharacters[n]) if (unsigned int c = (unsigned int)g.IO.InputCharacters[n])

@ -416,9 +416,11 @@ namespace ImGui
IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered. IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it). IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO() // Helpers functions to access functions pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz); IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr); IMGUI_API void MemFree(void* ptr);
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself // Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
IMGUI_API const char* GetVersion(); IMGUI_API const char* GetVersion();
@ -1113,7 +1115,7 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);

@ -14,7 +14,7 @@
#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf #include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf #include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && !defined(__S3E__) #if defined(_MSC_VER)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf #define snprintf _snprintf
#endif #endif

@ -26,7 +26,7 @@
#endif #endif
#endif #endif
#if defined(_MSC_VER) && !defined(__S3E__) #if defined(_MSC_VER)
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf #define snprintf _snprintf
@ -291,6 +291,7 @@ void ImDrawList::ChannelsMerge()
void ImDrawList::ChannelsSetCurrent(int idx) void ImDrawList::ChannelsSetCurrent(int idx)
{ {
IM_ASSERT(idx < _ChannelsCount);
if (_ChannelsCurrent == idx) return; if (_ChannelsCurrent == idx) return;
memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));

@ -14,7 +14,7 @@
#include <stdio.h> // FILE* #include <stdio.h> // FILE*
#include <math.h> // sqrtf() #include <math.h> // sqrtf()
#if defined(_MSC_VER) && !defined(__S3E__) #if defined(_MSC_VER)
#pragma warning (push) #pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#endif #endif
@ -698,6 +698,6 @@ namespace ImGui
} // namespace ImGuiP } // namespace ImGuiP
#if defined(_MSC_VER) && !defined(__S3E__) #if defined(_MSC_VER)
#pragma warning (pop) #pragma warning (pop)
#endif #endif

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