// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
io.Fonts->GetTexDataAsRGBA32(&pixels,&width,&height);// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels,&width,&height);// Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels,&width,&height);// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels,&width,&height);// Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasSetMousePos=1<<2,// Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset=1<<3// Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
ImGuiBackendFlags_RendererHasVtxOffset=1<<3// Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
};
};
// Enumeration for PushStyleColor() / PopStyleColor()
// Enumeration for PushStyleColor() / PopStyleColor()
@ -1727,7 +1727,7 @@ struct ImGuiListClipper
IMGUI_APIvoidEnd();// Automatically called on the last call of Step() that returns false.
IMGUI_APIvoidEnd();// Automatically called on the last call of Step() that returns false.
};
};
// Helpers macros to generate 32-bits encoded colors
// Helpers macros to generate 32-bit encoded colors
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
structImDrawCmd
structImDrawCmd
{
{
unsignedintElemCount;// Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
unsignedintElemCount;// Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4ClipRect;// Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImVec4ClipRect;// Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureIDTextureId;// User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImTextureIDTextureId;// User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsignedintVtxOffset;// Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
unsignedintVtxOffset;// Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsignedintIdxOffset;// Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsignedintIdxOffset;// Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
void*UserCallbackData;// The draw callback code can access this.
@ -1806,8 +1806,8 @@ struct ImDrawCmd
};
};
// Vertex index
// Vertex index
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to allow large meshes with 16-bit 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)
// (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
#ifndef ImDrawIdx
typedefunsignedshortImDrawIdx;
typedefunsignedshortImDrawIdx;
#endif
#endif
@ -1916,7 +1916,7 @@ struct ImDrawList
// Primitives
// Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
// In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
searches_remaining+=is_multiline?1:0;
searches_remaining+=is_multiline?1:0;
intline_count=0;
intline_count=0;
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit