Updated to ocornut-imgui v1.30.

This commit is contained in:
Branimir Karadžić 2015-01-31 19:08:13 -08:00
parent aea2cd2ce3
commit 0c77794e24
6 changed files with 731 additions and 489 deletions

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@ -1,4 +1,4 @@
// ImGui library v1.30 wip
// ImGui library v1.30
// See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -6,6 +6,7 @@
#pragma once
struct ImDrawCmd;
struct ImDrawList;
struct ImFont;
struct ImFontAtlas;
@ -42,7 +43,7 @@ typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
struct ImVec2
{
@ -74,7 +75,7 @@ namespace ImGui
IMGUI_API void* MemRealloc(void* ptr, size_t sz);
}
// 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).
// 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).
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
// Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
#ifndef ImVector
@ -237,14 +238,15 @@ namespace ImGui
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -321,6 +323,10 @@ namespace ImGui
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Obsolete (will be removed)
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
@ -501,14 +507,16 @@ struct ImGuiIO
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
//------------------------------------------------------------------
// User Functions
//------------------------------------------------------------------
// REQUIRED: rendering function.
// REQUIRED: rendering function.
// See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
// Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard)
// Override to access OS clipboard on other architectures.
@ -529,7 +537,8 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
@ -638,35 +647,43 @@ struct ImGuiTextBuffer
// - You want to store custom debug data easily without adding or editing structures in your code.
struct ImGuiStorage
{
struct Pair
{
ImGuiID key;
union { int val_i; float val_f; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
struct Pair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
};
ImVector<Pair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Get***Ptr() functions find pair, insertion on demand if missing, return pointer. Useful if you intend to do Get+Set.
// A typical use case where this is very convenient:
// float* pvar = ImGui::GetIntPtr(key); ImGui::SliderInt("var", pvar, 0, 100); some_var += *pvar;
// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
IMGUI_API void Clear();
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API int* GetIntPtr(ImGuiID key, int default_val = 0);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API float* GetFloatPtr(ImGuiID key, float default_val = 0);
IMGUI_API void SetAllInt(int val); // Use on your own storage if you know only integer are being stored.
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient:
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val);
};
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
struct ImGuiTextEditCallbackData
{
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
@ -681,20 +698,50 @@ struct ImGuiTextEditCallbackData
void InsertChars(int pos, const char* text, const char* text_end = NULL);
};
//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawList
//-----------------------------------------------------------------------------
struct ImDrawCmd
// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either formats.
struct ImColor
{
unsigned int vtx_count;
ImVec4 clip_rect;
ImTextureID texture_id; // Copy of user-provided 'TexID' from ImFont or passed to Image*() functions. Ignore if not using images or multiple fonts.
ImVec4 Value;
ImColor(int r, int g, int b, int a = 255) { Value.x = r / 255.0f; Value.y = g / 255.0f; Value.z = b / 255.0f; Value.w = a / 255.0f; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
operator ImVec4() const { return Value; }
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
};
//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawList.
//-----------------------------------------------------------------------------
// Draw callbacks for advanced uses.
// NB- You most likely DO NOT need to care about draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
// The expected behavior from your rendering loop is:
// if (cmd.user_callback != NULL)
// cmd.user_callback(parent_list, cmd);
// else
// RenderTriangles()
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Typically, 1 command = 1 gpu draw call
struct ImDrawCmd
{
unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID texture_id; // 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.
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally.
void* user_callback_data; // The draw callback code can access this.
};
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
// Default vertex layout
struct ImDrawVert
{
ImVec2 pos;
@ -709,37 +756,30 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// Draw command list
// This is the low-level list of polygon that ImGui:: functions are creating. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged.
// 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.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> commands; // commands
ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
// [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [internal]
ImVector<ImTextureID> texture_id_stack; // [internal]
ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImDrawList() { Clear(); }
IMGUI_API void Clear();
IMGUI_API void SetClipRect(const ImVec4& clip_rect);
IMGUI_API void PushClipRect(const ImVec4& clip_rect);
IMGUI_API void PopClipRect();
IMGUI_API void SetTextureID(const ImTextureID& texture_id);
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID();
IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
// Primitives
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
@ -748,7 +788,19 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // 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
// Internal helpers
IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
};
// Load and rasterize multiple TTF fonts into a same texture.
@ -800,6 +852,7 @@ struct ImFontAtlas
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData();
};
// TTF font loading and rendering

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#include <stb/stb_rect_pack.h>

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3rdparty/ocornut-imgui/stb_textedit.h vendored Normal file
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#include <stb/stb_textedit.h>

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3rdparty/ocornut-imgui/stb_truetype.h vendored Normal file
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#include <stb/stb_truetype.h>

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@ -139,6 +139,9 @@ struct OcornutImguiContext
, bgfx::copy(data, width*height*4)
);
ImGuiStyle& style = ImGui::GetStyle();
style.FrameRounding = 4.0f;
io.RenderDrawListsFn = imguiRender;
}
@ -160,6 +163,8 @@ struct OcornutImguiContext
io.MouseDown[0] = 0 != (_button & IMGUI_MBUT_LEFT);
ImGui::NewFrame();
ImGui::ShowTestWindow();
}
void endFrame()