mirror of
https://github.com/scratchfoundation/bgfx.git
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Merge branch 'master' of github.com:bkaradzic/bgfx
This commit is contained in:
commit
afc7508a89
5 changed files with 130 additions and 126 deletions
117
3rdparty/ocornut-imgui/imgui.cpp
vendored
117
3rdparty/ocornut-imgui/imgui.cpp
vendored
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@ -148,6 +148,7 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
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- 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
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- 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
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- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
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@ -508,6 +509,7 @@
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- keyboard: full keyboard navigation and focus.
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- input: rework IO system to be able to pass actual ordered/timestamped events.
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- input: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
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- input: support track pad style scrolling & slider edit.
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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@ -610,7 +612,7 @@ static void ClosePopupToLevel(int remaining);
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static void ClosePopup(ImGuiID id);
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static bool IsPopupOpen(ImGuiID id);
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static ImGuiWindow* GetFrontMostModalRootWindow();
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner);
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
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static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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@ -1534,6 +1536,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
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ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
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ScrollbarX = ScrollbarY = false;
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ScrollbarSizes = ImVec2(0.0f, 0.0f);
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BorderSize = 0.0f;
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Active = WasActive = false;
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Accessed = false;
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Collapsed = false;
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@ -3413,7 +3416,7 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
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IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
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}
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
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static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
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{
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const ImGuiStyle& style = GImGui->Style;
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@ -3423,7 +3426,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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r_outer.Reduce(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? safe_padding.y : 0.0f));
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ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
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for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
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for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
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{
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const int dir = (n == -1) ? *last_dir : n;
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ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
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@ -3433,12 +3436,8 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
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return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
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}
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// Fallback
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// Fallback, try to keep within display
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*last_dir = -1;
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if (flags & ImGuiWindowFlags_Tooltip) // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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return base_pos + ImVec2(2,2);
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// Otherwise try to keep within display
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ImVec2 pos = base_pos;
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pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
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pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
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@ -3802,19 +3801,21 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
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else
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rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
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window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
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window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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}
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else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
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{
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ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
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window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
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window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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}
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// Position tooltip (always follows mouse)
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if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
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{
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ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
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window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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if (window->AutoPosLastDirection == -1)
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window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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// User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
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@ -3931,6 +3932,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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window->ScrollbarY = (flags & ImGuiWindowFlags_ForceVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_ForceHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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// Window background
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if (bg_alpha > 0.0f)
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@ -3970,11 +3972,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// (after the input handling so we don't have a frame of latency)
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if (!(flags & ImGuiWindowFlags_NoResize))
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{
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const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const ImVec2 br = window->Rect().GetBR();
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -border_size));
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window->DrawList->PathLineTo(br + ImVec2(-border_size, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - border_size, br.y - window_rounding - border_size), window_rounding, 0, 3);
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window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window->BorderSize));
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window->DrawList->PathLineTo(br + ImVec2(-window->BorderSize, -resize_corner_size));
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window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window->BorderSize, br.y - window_rounding - window->BorderSize), window_rounding, 0, 3);
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window->DrawList->PathFill(resize_col);
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}
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@ -4064,7 +4065,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
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// Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
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const ImRect title_bar_rect = window->TitleBarRect();
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const float border_size = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const float border_size = window->BorderSize;
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ImRect clip_rect;
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clip_rect.Min.x = title_bar_rect.Min.x + 0.5f + ImMax(border_size, window->WindowPadding.x*0.5f);
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clip_rect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + 0.5f + border_size;
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@ -4137,7 +4138,7 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
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bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
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float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
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const ImRect window_rect = window->Rect();
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const float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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const float border_size = window->BorderSize;
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ImRect bb = horizontal
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? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
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: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
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@ -4270,8 +4271,8 @@ static void PushMultiItemsWidths(int components, float w_full)
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const ImGuiStyle& style = GImGui->Style;
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if (w_full <= 0.0f)
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w_full = ImGui::CalcItemWidth();
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const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
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const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
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const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
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window->DC.ItemWidthStack.push_back(w_item_last);
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for (int i = 0; i < components-1; i++)
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window->DC.ItemWidthStack.push_back(w_item_one);
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@ -4292,9 +4293,8 @@ float ImGui::CalcItemWidth()
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if (w < 0.0f)
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{
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// Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
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ImGuiState& g = *GImGui;
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float width_to_right_edge = ImGui::GetContentRegionAvail().x;
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w = ImMax(1.0f, width_to_right_edge + w - g.Style.FramePadding.x * 2.0f);
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w = ImMax(1.0f, width_to_right_edge + w);
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}
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w = (float)(int)w;
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return w;
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@ -5155,8 +5155,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
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const float w = CalcItemWidth();
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, label_size.y + style.FramePadding.y*2));
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const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
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const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
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const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
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ItemSize(total_bb, style.FramePadding.y);
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if (!ItemAdd(total_bb, NULL))
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return;
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@ -5264,7 +5264,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
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ImGuiState& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImVec2 pos = window->DC.CursorPos;
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if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset)
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@ -5354,7 +5354,7 @@ static bool CloseWindowButton(bool* p_opened)
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}
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if (p_opened != NULL && pressed)
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*p_opened = !*p_opened;
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*p_opened = false;
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return pressed;
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}
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@ -5957,7 +5957,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
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char buf[32];
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DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
|
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bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize() - g.Style.FramePadding*2.0f, ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
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bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
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if (g.ScalarAsInputTextId == 0)
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{
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// First frame
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@ -6158,7 +6158,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c
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const float w = CalcItemWidth();
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const ImVec2 label_size = CalcTextSize(label, NULL, true);
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
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const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
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const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
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|
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// NB- we don't call ItemSize() yet because we may turn into a text edit box below
|
||||
|
@ -6249,7 +6249,6 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float
|
|||
char value_buf[64];
|
||||
char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
|
||||
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
|
||||
|
||||
if (label_size.x > 0.0f)
|
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
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||||
|
@ -6456,7 +6455,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f
|
|||
const float w = CalcItemWidth();
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
|
||||
|
@ -6663,7 +6662,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
|
|||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
if (graph_size.x == 0.0f)
|
||||
graph_size.x = CalcItemWidth() + (style.FramePadding.x * 2);
|
||||
graph_size.x = CalcItemWidth();
|
||||
if (graph_size.y == 0.0f)
|
||||
graph_size.y = label_size.y + (style.FramePadding.y * 2);
|
||||
|
||||
|
@ -6804,15 +6803,16 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
|
|||
const ImGuiStyle& style = g.Style;
|
||||
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
const ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth() + style.FramePadding.x*2.0f, g.FontSize + style.FramePadding.y*2.0f));
|
||||
ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
|
||||
ItemSize(bb, style.FramePadding.y);
|
||||
if (!ItemAdd(bb, NULL))
|
||||
return;
|
||||
|
||||
// Render
|
||||
fraction = ImSaturate(fraction);
|
||||
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
|
||||
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
bb.Reduce(ImVec2(window->BorderSize, window->BorderSize));
|
||||
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
|
||||
RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);
|
||||
|
||||
// Default displaying the fraction as percentage string, but user can override it
|
||||
|
@ -7215,9 +7215,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
|||
const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
|
||||
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
|
||||
|
||||
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
|
||||
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
|
||||
|
||||
ImGuiWindow* draw_window = window;
|
||||
|
@ -7768,15 +7768,13 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
|
|||
|
||||
ImGuiState& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const float w = CalcItemWidth();
|
||||
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
ImGui::BeginGroup();
|
||||
ImGui::PushID(label);
|
||||
const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
|
||||
const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding*2.0f;
|
||||
if (step_ptr)
|
||||
ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
|
||||
ImGui::PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2));
|
||||
|
||||
char buf[64];
|
||||
DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
|
||||
|
@ -7986,7 +7984,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
|||
const float w = CalcItemWidth();
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, &id))
|
||||
|
@ -8088,7 +8086,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
|||
PopClipRect();
|
||||
|
||||
ImGuiID id = window->GetID(label);
|
||||
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
pos.y += window->DC.CurrentLineTextBaseOffset;
|
||||
|
@ -8172,10 +8170,10 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
|
|||
|
||||
const ImGuiStyle& style = ImGui::GetStyle();
|
||||
const ImGuiID id = ImGui::GetID(label);
|
||||
const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
|
||||
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth() + style.FramePadding.x * 2.0f, ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
|
||||
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
|
||||
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
|
||||
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
||||
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
|
@ -8330,8 +8328,7 @@ bool ImGui::BeginMenuBar()
|
|||
ImGui::BeginGroup(); // Save position
|
||||
ImGui::PushID("##menubar");
|
||||
ImRect rect = window->MenuBarRect();
|
||||
float border_size = (window->Flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
|
||||
PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+border_size), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
|
||||
PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+window->BorderSize), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
|
||||
window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
|
||||
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
|
||||
window->DC.MenuBarAppending = true;
|
||||
|
@ -8524,7 +8521,6 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|||
edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
|
||||
|
||||
float f[4] = { col[0], col[1], col[2], col[3] };
|
||||
|
||||
if (edit_mode == ImGuiColorEditMode_HSV)
|
||||
ImGui::ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
|
||||
|
||||
|
@ -8544,8 +8540,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|||
{
|
||||
// RGB/HSV 0..255 Sliders
|
||||
const float w_items_all = w_full - (square_sz + style.ItemInnerSpacing.x);
|
||||
const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
|
||||
const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
|
||||
const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
|
||||
|
||||
const bool hide_prefix = (w_item_one <= CalcTextSize("M:999").x);
|
||||
const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
|
||||
|
@ -8580,19 +8576,20 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|||
else
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", i[0], i[1], i[2]);
|
||||
ImGui::PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
|
||||
value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
|
||||
ImGui::PopItemWidth();
|
||||
if (ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
|
||||
{
|
||||
value_changed |= true;
|
||||
char* p = buf;
|
||||
while (*p == '#' || ImCharIsSpace(*p))
|
||||
p++;
|
||||
|
||||
// Treat at unsigned (%X is unsigned)
|
||||
i[0] = i[1] = i[2] = i[3] = 0;
|
||||
if (alpha)
|
||||
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]);
|
||||
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
|
||||
else
|
||||
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -8612,14 +8609,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
|
|||
const char* button_titles[3] = { "RGB", "HSV", "HEX" };
|
||||
if (ButtonEx(button_titles[edit_mode], ImVec2(0,0), ImGuiButtonFlags_DontClosePopups))
|
||||
g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
|
||||
ImGui::SameLine();
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::SameLine(0, style.ItemInnerSpacing.x);
|
||||
}
|
||||
|
||||
ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
|
||||
const char* label_display_end = FindTextDisplayEnd(label);
|
||||
if (label != label_display_end)
|
||||
{
|
||||
ImGui::SameLine(0, (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton) ? -1.0f : style.ItemInnerSpacing.x);
|
||||
ImGui::TextUnformatted(label, label_display_end);
|
||||
}
|
||||
|
||||
// Convert back
|
||||
for (int n = 0; n < 4; n++)
|
||||
|
|
96
3rdparty/ocornut-imgui/imgui.h
vendored
96
3rdparty/ocornut-imgui/imgui.h
vendored
|
@ -18,17 +18,18 @@
|
|||
|
||||
#define IMGUI_VERSION "1.48 WIP"
|
||||
|
||||
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
#ifndef IMGUI_API
|
||||
#define IMGUI_API
|
||||
#endif
|
||||
|
||||
// Define assertion handler.
|
||||
#ifndef IM_ASSERT
|
||||
#include <assert.h>
|
||||
#define IM_ASSERT(_EXPR, ...) assert(_EXPR)
|
||||
#endif
|
||||
|
||||
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
#ifndef IMGUI_API
|
||||
#define IMGUI_API
|
||||
#endif
|
||||
|
||||
// Some compilers support applying printf-style warnings to user functions.
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
|
||||
#else
|
||||
|
@ -36,39 +37,50 @@
|
|||
#endif
|
||||
|
||||
// Forward declarations
|
||||
struct ImDrawCmd;
|
||||
struct ImDrawList;
|
||||
struct ImDrawData;
|
||||
struct ImFont;
|
||||
struct ImFontAtlas;
|
||||
struct ImColor;
|
||||
struct ImGuiIO;
|
||||
struct ImGuiStorage;
|
||||
struct ImGuiStyle;
|
||||
struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
|
||||
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
|
||||
struct ImDrawData; // All draw command lists required to render the frame
|
||||
struct ImDrawList; // A single draw command list (generally one per window)
|
||||
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
|
||||
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
|
||||
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
|
||||
struct ImFontConfig; // Configuration data when adding a font or merging fonts
|
||||
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
|
||||
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
|
||||
struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
|
||||
struct ImGuiStorage; // Simple custom key value storage
|
||||
struct ImGuiStyle; // Runtime data for styling/colors
|
||||
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
|
||||
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
|
||||
struct ImGuiListClipper; // Helper to manually clip large list of items
|
||||
|
||||
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
|
||||
typedef unsigned int ImU32;
|
||||
typedef unsigned short ImWchar; // character for keyboard input/display
|
||||
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
|
||||
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef int ImGuiCol; // enum ImGuiCol_
|
||||
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
|
||||
typedef int ImGuiKey; // enum ImGuiKey_
|
||||
typedef int ImGuiAlign; // enum ImGuiAlign_
|
||||
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
|
||||
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
|
||||
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
|
||||
typedef int ImGuiSetCond; // enum ImGuiSetCond_
|
||||
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
|
||||
typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_
|
||||
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
|
||||
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
|
||||
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
|
||||
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
|
||||
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
|
||||
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
|
||||
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
|
||||
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
|
||||
typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
|
||||
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
|
||||
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
|
||||
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
|
||||
|
||||
// Others helpers at bottom of the file:
|
||||
// class ImVector<> // Lightweight std::vector like class.
|
||||
// IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
|
||||
|
||||
struct ImVec2
|
||||
{
|
||||
float x, y;
|
||||
ImVec2() { x = y = 0.0f; }
|
||||
ImVec2(float _x, float _y) { x = _x; y = _y; }
|
||||
|
||||
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
|
||||
IM_VEC2_CLASS_EXTRA
|
||||
#endif
|
||||
|
@ -79,25 +91,11 @@ struct ImVec4
|
|||
float x, y, z, w;
|
||||
ImVec4() { x = y = z = w = 0.0f; }
|
||||
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
|
||||
|
||||
#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
|
||||
IM_VEC4_CLASS_EXTRA
|
||||
#endif
|
||||
};
|
||||
|
||||
// Helpers at bottom of the file:
|
||||
// - class ImVector<> // Lightweight std::vector like class.
|
||||
// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
|
||||
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
|
||||
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
|
||||
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
|
||||
// - struct ImGuiListClipper // Helper to manually clip large list of items.
|
||||
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
|
||||
// - struct ImDrawList // Draw command list
|
||||
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
|
||||
// - struct ImFont // Single font
|
||||
|
||||
// ImGui end-user API
|
||||
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
|
||||
namespace ImGui
|
||||
|
@ -839,7 +837,7 @@ public:
|
|||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
|
||||
};
|
||||
|
||||
// Helper: execute a block of code once a frame only
|
||||
// Helper: execute a block of code at maximum once a frame
|
||||
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage:
|
||||
// IMGUI_ONCE_UPON_A_FRAME
|
||||
|
@ -1030,15 +1028,20 @@ struct ImGuiListClipper
|
|||
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helpers macros to generate 32-bits encoded colors
|
||||
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
|
||||
#define IM_COL32_WHITE (0xFFFFFFFF)
|
||||
#define IM_COL32_BLACK (0xFF000000)
|
||||
#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
|
||||
|
||||
// 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 are useful for example if you want to render a complex 3D scene inside a UI element.
|
||||
// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
|
||||
// The expected behavior from your rendering loop is:
|
||||
// if (cmd.UserCallback != NULL)
|
||||
// cmd.UserCallback(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 (unless command is a callback)
|
||||
|
@ -1068,9 +1071,9 @@ struct ImDrawVert
|
|||
ImU32 col;
|
||||
};
|
||||
#else
|
||||
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
|
||||
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
|
||||
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
|
||||
// The type has to be described by the #define (you can either declare the struct or use a typedef)
|
||||
// The type has to be described within the macro (you can either declare the struct or use a typedef)
|
||||
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
|
||||
#endif
|
||||
|
||||
|
@ -1088,7 +1091,6 @@ struct ImDrawChannel
|
|||
// 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.
|
||||
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
|
||||
// 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
|
||||
|
@ -1110,7 +1112,7 @@ struct ImDrawList
|
|||
|
||||
ImDrawList() { _OwnerName = NULL; Clear(); }
|
||||
~ImDrawList() { ClearFreeMemory(); }
|
||||
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2. Only apply to rendering. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
IMGUI_API void PushClipRectFullScreen();
|
||||
IMGUI_API void PopClipRect();
|
||||
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
|
||||
|
|
1
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
1
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
|
@ -346,6 +346,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
|||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
|
||||
}
|
||||
|
||||
// Fully unrolled with inline call to keep our debug builds decently fast.
|
||||
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);
|
||||
|
|
3
3rdparty/ocornut-imgui/imgui_internal.h
vendored
3
3rdparty/ocornut-imgui/imgui_internal.h
vendored
|
@ -598,7 +598,8 @@ struct IMGUI_API ImGuiWindow
|
|||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
bool ScrollbarX, ScrollbarY;
|
||||
ImVec2 ScrollbarSizes; //
|
||||
ImVec2 ScrollbarSizes;
|
||||
float BorderSize;
|
||||
bool Active; // Set to true on Begin()
|
||||
bool WasActive;
|
||||
bool Accessed; // Set to true when any widget access the current window
|
||||
|
|
|
@ -113,6 +113,9 @@ https://github.com/jpcy/ioq3-renderer-bgfx - A renderer for ioquake3 written in
|
|||
C++ and using bgfx to support multiple rendering APIs.
|
||||
![ioq3-renderer-bgfx screenshot](https://camo.githubusercontent.com/052aa40c05120e56306294d3a1bb5f99f97de8c8/687474703a2f2f692e696d6775722e636f6d2f64364f6856594b2e6a7067)
|
||||
|
||||
http://makingartstudios.itch.io/dls - DLS the digital logic simulator game.
|
||||
![dls-screenshot](https://img.itch.io/aW1hZ2UvMzk3MTgvMTc5MjQ4LnBuZw==/original/kA%2FQPb.png)
|
||||
|
||||
[Building](https://bkaradzic.github.io/bgfx/build.html)
|
||||
-------------------------------------------------------
|
||||
|
||||
|
|
Loading…
Reference in a new issue