Merge branch 'viewport' into docking

# Conflicts:
#	docs/CHANGELOG.txt
docking
omar 6 years ago
commit b5144e477f

@ -0,0 +1,17 @@
# editorconfig.org
# top-most EditorConfig file
root = true
# Default settings:
# Use 4 spaces as indentation
[*]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true
# Makefile
[Makefile]
indent_style = tab
indent_size = 4

@ -63,7 +63,6 @@ Breaking Changes:
- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range). - IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
Other changes: Other changes:
(FIXME: This need a fuller explanation!) (FIXME: This need a fuller explanation!)
@ -88,13 +87,18 @@ Other changes:
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.68 VERSION 1.68 (In progress)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Other Changes: Other Changes:
- Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created - Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
in a different thread. (#1951, #2087, #2156, #2232) [many people] - ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
- Fonts: imgui_freetype: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). - Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
----------------------------------------------------------------------- -----------------------------------------------------------------------

@ -38,7 +38,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark(). - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).

@ -21,7 +21,7 @@
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid> <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>example_win32_directx12</RootNamespace> <RootNamespace>example_win32_directx12</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

@ -10,6 +10,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@ -131,6 +132,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);

@ -20,7 +20,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-01-15: Inputs: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created in a different thread. // 2019-01-17: Inputs: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@ -164,6 +164,8 @@ static void ImGui_ImplWin32_UpdateMousePos()
return; return;
if (HWND focused_hwnd = ::GetForegroundWindow()) if (HWND focused_hwnd = ::GetForegroundWindow())
{ {
if (::IsChild(focused_hwnd, g_hWnd))
focused_hwnd = g_hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{ {
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
@ -194,6 +196,14 @@ static void ImGui_ImplWin32_UpdateMousePos()
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
io.MouseHoveredViewport = viewport->ID; io.MouseHoveredViewport = viewport->ID;
#if 0
POINT pos;
if (HWND active_window = ::GetForegroundWindow())
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
#endif
} }
#ifdef _MSC_VER #ifdef _MSC_VER

@ -3013,7 +3013,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
return !error; return !error;
} }
void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data) void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
{ {
GImAllocatorAllocFunc = alloc_func; GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func; GImAllocatorFreeFunc = free_func;

@ -698,7 +698,7 @@ namespace ImGui
// Memory Utilities // Memory Utilities
// - All those functions are not reliant on the current context. // - All those functions are not reliant on the current context.
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again. // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL); IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
IMGUI_API void* MemAlloc(size_t size); IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr); IMGUI_API void MemFree(void* ptr);

@ -3944,27 +3944,30 @@ static void ShowExampleAppCustomRendering(bool* p_open)
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::ColorEdit3("Color", &col.x); ImGui::ColorEdit4("Color", &col.x);
{ {
const ImVec2 p = ImGui::GetCursorScreenPos(); const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col); const ImU32 col32 = ImColor(col);
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
for (int n = 0; n < 2; n++) for (int n = 0; n < 2; n++)
{ {
float curr_thickness = (n == 0) ? 1.0f : thickness; // First line uses a thickness of 1.0, second line uses the configurable thickness
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing; float th = (n == 0) ? 1.0f : thickness;
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing; draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing; draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); x += sz+spacing; draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, curr_thickness); x += sz+spacing; draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); x += sz+spacing; // Diagonal line draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, curr_thickness); draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th);
x = p.x + 4; x = p.x + 4;
y += sz+spacing; y += sz+spacing;
} }
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;

@ -961,6 +961,9 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
_Path.push_back(centre); _Path.push_back(centre);
return; return;
} }
// Note that we are adding a point at both a_min and a_max.
// If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1)); _Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++) for (int i = 0; i <= num_segments; i++)
{ {
@ -1144,21 +1147,23 @@ 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) void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return; return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments); PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness); PathStroke(col, true, thickness);
} }
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return; return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius, 0.0f, a_max, num_segments); PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col); PathFillConvex(col);
} }

@ -121,6 +121,5 @@ struct FreeTypeTest
``` ```
### Known issues ### Known issues
- FreeType's memory allocator is not overridden.
- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer). - `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).

@ -5,12 +5,13 @@
// Changelog: // Changelog:
// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. // - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. // - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
// - v0.52: (2017/09/26) fixes for imgui internal changes // - v0.52: (2017/09/26) fixes for imgui internal changes.
// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement) // - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement).
// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member // - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member.
// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) // - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX // - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
// Gamma Correct Blending: // Gamma Correct Blending:
// FreeType assumes blending in linear space rather than gamma space. // FreeType assumes blending in linear space rather than gamma space.
@ -18,7 +19,6 @@
// For correct results you need to be using sRGB and convert to linear space in the pixel shader output. // For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
// The default imgui styles will be impacted by this change (alpha values will need tweaking). // The default imgui styles will be impacted by this change (alpha values will need tweaking).
// FIXME: FreeType's memory allocator is not overridden.
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). // FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
#include "imgui_freetype.h" #include "imgui_freetype.h"
@ -26,6 +26,7 @@
#include <stdint.h> #include <stdint.h>
#include <ft2build.h> #include <ft2build.h>
#include FT_FREETYPE_H // <freetype/freetype.h> #include FT_FREETYPE_H // <freetype/freetype.h>
#include FT_MODULE_H // <freetype/ftmodapi.h>
#include FT_GLYPH_H // <freetype/ftglyph.h> #include FT_GLYPH_H // <freetype/ftglyph.h>
#include FT_SYNTHESIS_H // <freetype/ftsynth.h> #include FT_SYNTHESIS_H // <freetype/ftsynth.h>
@ -115,7 +116,6 @@ namespace
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags) bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags)
{ {
// FIXME: substitute allocator
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
if (error != 0) if (error != 0)
return false; return false;
@ -566,15 +566,75 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
return true; return true;
} }
// Default memory allocators
static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { (void)user_data; return ImGui::MemAlloc(size); }
static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { (void)user_data; ImGui::MemFree(ptr); }
// Current memory allocators
static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
static void (*GImFreeTypeFreeFunc)(void* ptr, void* user_data) = ImFreeTypeDefaultFreeFunc;
static void* GImFreeTypeAllocatorUserData = NULL;
// FreeType memory allocation callbacks
static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
{
return GImFreeTypeAllocFunc((size_t)size, GImFreeTypeAllocatorUserData);
}
static void FreeType_Free(FT_Memory /*memory*/, void* block)
{
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
}
static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
{
// Implement realloc() as we don't ask user to provide it.
if (block == NULL)
return GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
if (new_size == 0)
{
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
return NULL;
}
if (new_size > cur_size)
{
void* new_block = GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
memcpy(new_block, block, (size_t)cur_size);
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
return new_block;
}
return block;
}
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
{ {
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
FT_MemoryRec_ memory_rec = { 0 };
memory_rec.alloc = &FreeType_Alloc;
memory_rec.free = &FreeType_Free;
memory_rec.realloc = &FreeType_Realloc;
// https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
FT_Library ft_library; FT_Library ft_library;
FT_Error error = FT_Init_FreeType(&ft_library); FT_Error error = FT_New_Library(&memory_rec, &ft_library);
if (error != 0) if (error != 0)
return false; return false;
// If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
FT_Add_Default_Modules(ft_library);
bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags); bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags);
FT_Done_FreeType(ft_library); FT_Done_Library(ft_library);
return ret; return ret;
} }
void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
{
GImFreeTypeAllocFunc = alloc_func;
GImFreeTypeFreeFunc = free_func;
GImFreeTypeAllocatorUserData = user_data;
}

@ -28,4 +28,8 @@ namespace ImGuiFreeType
}; };
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
// By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
// However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired:
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
} }

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