//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
@ -64,9 +64,9 @@
operatorMyVec4()const{returnMyVec4(x,y,z,w);}
*/
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
@ -4053,7 +4053,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
@ -4062,9 +4062,9 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time:
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// the 64K limit to split your draw commands in multiple draw lists.
if(sizeof(ImDrawIdx)==2)
IM_ASSERT(draw_list->_VtxCurrentIdx<(1<<16)&&"Too many vertices in ImDrawList using 16-bit indices. Read comment above");
@ -4381,7 +4381,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
IMGUI_APIImU32GetColorU32(ImU32col);// retrieve given color with style alpha applied
// Parameters stacks (current window)
IMGUI_APIvoidPushItemWidth(floatitem_width);// set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
IMGUI_APIvoidPushItemWidth(floatitem_width);// set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
IMGUI_APIvoidPopItemWidth();
IMGUI_APIvoidSetNextItemWidth(floatitem_width);// set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
@ -1764,7 +1764,7 @@ struct ImColor
// 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 to:
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
@ -1826,7 +1826,7 @@ struct ImDrawChannel
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns api, so items of each column can be batched together in a same draw call.
// This is used by the Columns api, so items of each column can be batched together in a same draw call.
structImDrawListSplitter
{
int_Current;// Current channel number (0)
@ -1867,7 +1867,7 @@ enum ImDrawListFlags_
// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
@ -2126,9 +2126,9 @@ struct ImFontAtlas
// [BETA] Custom Rectangles/Glyphs API
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// After calling Build(), you can query the rectangle position and render your pixels.
// 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.
// Read misc/fonts/README.txt for more details about using colorful icons.
IMGUI_APIintAddCustomRectRegular(unsignedintid,intwidth,intheight);// Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList