Author SHA1 Message Date
UberElectron 659b113318 Nuevo Render flow para los Drawables y mejoras.
Nuevo flujo de render para los drawables, que ahora tiene más sentido.
Investigado e implementado finalmente un sistema para no renderizar objetos no visibles.
Optimizaciones varias.
Constructor por defecto para Sprite, utilizando los assets por defecto.
2022-12-18 23:20:13 +01:00
UberElectron 08f566fda6 Cambios en Camera.
Ahora la cámara hereda de Transformable.
Preparando la "proyección" de Rects respecto a Camera.
Probablemente requiera crear la clase Window para ello.
2022-10-25 20:03:36 +02:00
UberElectron 724807e9f2 Assets & AssetManager documentation and security.
Ahora en las tx, el SDL_Rect index 0 es la tx completa por defecto.
Revisamos los Assets y el AssetManager.
Añadimos seguridad en los métodos y controlamos excepciones.
Reescribimos comentarios y recolocamos código.
2022-09-25 19:07:00 +02:00
UberElectron f2bf82e370 Migración del Renderer al nuevo sistema de Drawables.
El Renderer extrae los datos de los drawables, eliminando la clase DrawCall.
Los Drawables utilizan los nuevos Drawables. Aunque falta pulir la forma en que lo hacen.
2022-09-19 20:10:02 +02:00
UberElectron 6b87711424 Nuevo Drawable.
Cambiamos un poco la arquitectura del Drawable.
Parece que todo funciona sin necesidad de tocar nada.
2022-09-15 22:33:13 +02:00
UberElectron a0889e78f1 Reorganizamos algunos archivos.
Creamos la carpeta Interfaces para clases utilitarias comunes.
2022-09-14 20:50:39 +02:00
UberElectron 4ee1ccb47a Camera bugfix.
Ahora existe una cámara por defecto en el renderer.
Así, si no hay cámara asignada se utilizará esta.
2022-09-14 19:41:56 +02:00
Daniel-Garmig d141b77eaa Optimizaciones y mejoras de Premake.
Cambiar un par de cosas y hacer abstractos los postbuildcommands.
2022-08-29 19:31:10 +02:00
Daniel-Garmig 132f24720e Some Rendering Stuff.
Se ha añadido un método para cambiar el color de clear.
Se ha abstraido la cámara del renderer para más versatilidad a futuro.
Nota: La implementación de la cámara no es nada segura. Tocará revisarlo
2022-08-29 17:54:34 +02:00
Daniel-Garmig 692812a710 Unificar Encoding.
Revisado que todos los archivos son UTF-8 y espacios como indentación.
2022-08-11 16:47:50 +02:00
Daniel-Garmig 006d223f57 Nueva Clase Engine.
Se ha eliminado la antigua clase Game y movido a la nueva clase Engine.
La clase Engine, encargada de iniciar las cosas, ahora está en el Engine
Además, tiene seguridad en la inicialización.
Ya no se inicia el juego si hay error al cargar libs o sistemas.
2022-08-11 15:16:23 +02:00
Daniel-Garmig b2d6a31275 Nuevo sistema de Escenas.
Nos quitamos del medio la cosa rara del SceneBuilder.
Simplificamos la estructura y la hacemos más o menos segura.
2022-08-11 12:57:40 +02:00
Daniel-Garmig ce1886d3db Bump Dear ImGui version to 1.88. 2022-08-10 00:13:14 +02:00
Daniel-Garmig 614ab37ca5 Soporte Linux.
Tenemos soporte para linux.
Sólo faltaba este pequeño detalle, lo demás parece funcionar.
2022-08-09 19:00:12 +02:00
Daniel-Garmig ae17a6bb33 El soporte para Linux está cerca...
Se ha actualizado premake5 para que soporte VS22 y se ha añadido para linux.
Modificada la configuración de premake para crear los makefiles correctamente en sistemas linux.
Modificados todos los include para ser compatibles con linux (cambiar la barrita \ por / ).
Adiciones al .gitignore para ignorar archivos de .make .
2022-08-09 18:26:57 +02:00
73 changed files with 6466 additions and 3941 deletions
+3
View File
@@ -1,5 +1,6 @@
#Directorios:
.vs
.vscode
bin/
bin-obj/
@@ -9,3 +10,5 @@ imgui.ini
*.vcxproj
*.filters
*.sln
*.make
Makefile
+1 -1
View File
@@ -1,2 +1,2 @@
call premake\premake5.exe vs2019
call premake\premake5.exe vs2022
PAUSE
+2
View File
@@ -0,0 +1,2 @@
#!/bin/bash
premake/premake5 gmake2
+3
View File
@@ -39,3 +39,6 @@ Repositorio principal de UberEngine. Sin mucho más.
### JSON / AssetManager
- [ ] Crear un sistema sencillo (un método o algo común para todas las veces que sea necesario) para añadir seguridad al parse y uso de los JSON. De tal forma que se devuelva el error por consola pero no salten exepciones ni mierdas.
### Sistema de Escenas.
- [ ] Revisar los métodos para carga/descarga y de cambio de escenas. Creo que se pueden estructurar mejor.
+6 -6
View File
@@ -1,6 +1,6 @@
#pragma once
#include <json\json.hpp>
#include <json/json.hpp>
using json = nlohmann::ordered_json;
#include <SDL_rect.h>
@@ -33,7 +33,7 @@ namespace UE
AssetType _type = AssetType::Unvalid;
};
/* Conversión de una struct Asset a JSON */
/* Conversi�n de una struct Asset a JSON */
inline void to_json(nlohmann::ordered_json& j, const Asset& as)
{
j = nlohmann::ordered_json
@@ -44,7 +44,7 @@ namespace UE
};
}
/* Conversión de un JSON a una struct Asset */
/* Conversi�n de un JSON a una struct Asset */
inline void from_json(const nlohmann::ordered_json& j, Asset& as)
{
j.at("name").get_to(as._name);
@@ -56,10 +56,10 @@ namespace UE
//---------------
//Es necesario hacerlo fuera del namespace UE para que JSON no se enfade.
// Es importante mantener a tus librerías contentas.
// Es importante mantener a tus librer�as contentas.
//---------------
/* Conversión de un Struct SDL_Rect a JSON */
/* Conversi�n de un Struct SDL_Rect a JSON */
inline void to_json(nlohmann::ordered_json& j, const SDL_Rect& rect)
{
j = nlohmann::ordered_json
@@ -71,7 +71,7 @@ inline void to_json(nlohmann::ordered_json& j, const SDL_Rect& rect)
};
}
/* Conversión de un JSON a un struct SDL_Rect */
/* Conversi�n de un JSON a un struct SDL_Rect */
inline void from_json(const nlohmann::ordered_json& j, SDL_Rect& rect)
{
j.at("posX").get_to(rect.x);
+56 -56
View File
@@ -1,8 +1,8 @@
#include <fstream>
#include <fstream>
#include <iostream>
#include "Logging\Logger.h"
#include "Assets\AssetManager.h"
#include "Logging/Logger.h"
#include "Assets/AssetManager.h"
#include "SDL_rect.h"
@@ -12,27 +12,12 @@ namespace UE
void AssetManager::InitAssetManager()
{
if (IMG_Init(IMG_INIT_PNG))
{
UE_LOG_INFO("SDL_Image Init.");
}
else
{
UE_LOG_ERROR("SDL_Image - Error al inicarse: {0}", IMG_GetError());
}
if (!TTF_Init()) //Retorna 0 si está correcto.
{
UE_LOG_INFO("SDL_TTF se ha inicializado correctamente.");
}
else
{
UE_LOG_ERROR("SDL_TTF - Error al inicarse: {0}", TTF_GetError());
}
UE_LOG_INFO("AssetManager Iniciado con éxito.");
//Crear una textura por defecto.
}
void AssetManager::CleanAssetManager()
{
//Destruye todas las texturas de SDL.
@@ -52,15 +37,11 @@ namespace UE
_assetQueue.clear();
_textures.clear();
IMG_Quit();
UE_LOG_INFO("AssetManager Cleaned");
}
void AssetManager::LoadAssetsFromFile(std::string filePath)
{
std::fstream file(filePath.c_str());
@@ -142,40 +123,10 @@ namespace UE
void AssetManager::LoadTexture(std::string name, std::string txPath)
{
Texture* tx = new Texture(txPath, _SDL_Renderer);
_textures.insert(std::make_pair(name, tx));
//std::fstream file(txPath.c_str());
//json jread = json::parse(file);
//std::string path = jread["TexturePath"];
////Cargamos la textura.
//SDL_Surface* loadSurface = IMG_Load(path.c_str());
//SDL_Texture* tx = SDL_CreateTextureFromSurface(_mainRenderer, loadSurface);
//_textures.insert(std::make_pair(name, tx));
//SDL_FreeSurface(loadSurface);
////Almacenamos los Rects (sprites) de esa textura.
//json textureRects = jread["TextureRects"];
//_textureRects.insert(std::make_pair(name, std::vector<SDL_Rect>()));
//std::vector<SDL_Rect>& vector = _textureRects.at(name);
//for (int i = 0; i < textureRects.size(); i++)
//{
// //json rectData = textureRects.at(i);
// //SDL_Rect rect;
// //rect.x = rectData.at()
// vector.push_back(textureRects.at(i).get<SDL_Rect>());
//}
//file.close();
}
@@ -187,11 +138,37 @@ namespace UE
}
Texture* AssetManager::getTexture(std::string textureName)
{
Texture* txPtr;
try
{
//Obtenemos la tx indicada.
txPtr = _textures.at(textureName);
}
catch (const std::out_of_range&)
{
//Si no existe, usamos la por defecto.
txPtr = _textures.at(defaultAsset);
}
return txPtr;
}
Texture* AssetManager::getDefaultTexture()
{
return _textures.at(defaultAsset);
}
void AssetManager::LoadFont(std::string name, std::string fontPath)
{
Font* fo = new Font(fontPath);
_fonts.insert(std::make_pair(name, fo));
}
@@ -203,6 +180,29 @@ namespace UE
}
Font* AssetManager::GetFont(std::string fontName)
{
Font* fontPtr;
try
{
//Obtenemos la tx indicada.
fontPtr = _fonts.at(fontName);
}
catch (const std::out_of_range&)
{
//Si no existe, usamos la por defecto.
fontPtr = _fonts.at(defaultAsset);
}
return fontPtr;
}
Font* AssetManager::getDefaultFont()
{
return _fonts.at(defaultAsset);
}
//////////DEBUG//////////
+103 -35
View File
@@ -1,7 +1,5 @@
#pragma once
#pragma once
/*STD Includes*/
#include <filesystem>
#include <deque>
@@ -13,23 +11,24 @@
#include <SDL_image.h>
/*UberEngine Includes*/
#include "Assets\Asset.h"
#include "Assets\Texture.h"
#include "Assets\Font.h"
#include "Assets/Asset.h"
#include "Assets/Texture.h"
#include "Assets/Font.h"
using json = nlohmann::ordered_json;
///
/// TODO:
/// TODO AssetManager:
/// - Modificar las funciones de Carga para quitar la queue o implementar una que tenga sentido.
/// Por ejemplo, se puede crear una cola (std::deque) y cargar un asset cada gameLoop en vez de
/// procesar toda la cola de golpe. Optimizaría la carga de assets.
/// - Terminar la implementación del tipo de carga (queue/now).
/// - Modificar los for en la carga de archivo, así como la estructura del archivo JSON. El tipo de Asset está repetido.
/// procesar toda la cola de golpe. Optimizar�a la carga de assets.
/// - Terminar la implementación del tipo de carga (queue/now). (O quizás no...)
/// - Modificar los for en la carga de archivo, as� como la estructura del archivo JSON. El tipo de Asset est� repetido.
/// - Logging.
/// - ERROR HANDLING
/// - More asset types.
/// - ¡¡Texturas y assets por defecto. Texturas completas en el txRect 0 y demás seguridad!!
namespace UE
{
@@ -43,6 +42,9 @@ namespace UE
: _SDL_Renderer(SDLrenderer) {}
////////////////////////////////////////////////////////
/**
* Init AssetManager y todo lo necesario para funcionar correctamente.
* - Inicia SDL_IMG.
@@ -58,31 +60,37 @@ namespace UE
void CleanAssetManager();
////////////////////////////////////////////////////////
/* Carga de Assets */
/**
* Carga los datos de los Assets desde un fichero JSON según parámetros.
* Carga los datos de los Assets desde un fichero JSON seg�n par�metros.
*
* \param filePath: Ubicación del archivo JSON.
* \param loadMethod: Forma de carga. Procesado al momento o añadido a la cola de carga.
* \param filePath: Ubicaci�n del archivo JSON.
* \param loadMethod: Forma de carga. Procesado al momento o a�adido a la cola de carga.
*
*/
void LoadAssetsFromFile(std::string filePath);
/**
* Carga el Asset pasado por parámetro.
* Carga el Asset pasado por par�metro.
*
* \param as: Asset que cargar.
* \param loadMethod: Forma de carga. Procesado al momento o añadido a la cola de carga.
* \param loadMethod: Forma de carga. Procesado al momento o a�adido a la cola de carga.
*
*/
void LoadAsset(Asset& as);
////////////////////////////////////////////////////////
/**
* Procesa la cola de carga de Assets.
*
* \param Amount: Número de Assets de la cola a procesar. Si vale -1 se procesarán todos.
* \param Amount: N�mero de Assets de la cola a procesar. Si vale -1 se procesar�n todos.
*
*/
void ProcessAssetQueue(int amount = -1);
@@ -94,48 +102,82 @@ namespace UE
*/
inline int GetAssetQueueSize() { return _assetQueue.size(); }
/// <summary>
/// Comprueba si la cola de carga de Assets está vacía.
/// </summary>
/// <returns>El resultado de la cola.</returns>
/**
* Permite saber si la cola de carga de Assets está vacía.
*
* @return True si está vacía; false si hay algún Asset.
*/
inline bool IsAssetQueueEmpty() { return _assetQueue.empty(); }
////////////////////////////////////////////////////////
/*--------------------------------------/
* Métodos para manejar las texturas. *
* Métodos para manejar las texturas. *
*--------------------------------------*/
//Crea una textura de SDL y la añade al mapa de texturas identificada por su nombre.
/**
* Carga una textura dado su nombre y su Path.
*
* @param name: Nombre identificador de la tx.
* @param txPath: Ubicación de la tx que se quiere cargar.
*/
void LoadTexture(std::string name, std::string txPath);
//Elimina una textura del mapa a partir de su nombre.
/**
* Descarga la textura con el nombre identificador indicado.
* NOTA AssetManager: Quizás queramos cambiar el nombre de los métodos de descarga: RemoveAsset -> UnloadAsset.
*
* @param name: Nombre identificador.
*/
void RemoveTexture(std::string name);
//Obtiene una textura del mapa a partir de su nombre.
//inline SDL_Texture* getTexture(std::string textureName) { return _textures.at(textureName); }
inline Texture* getTexture(std::string textureName) { return _textures.at(textureName); }
/**
* Obtiene una textura del mapa a partir de su nombre.
*
* NOTA REWORK getTexture() -> La tx que se retorna habrá de ser const para evitar que modifiquen datos comunes.
* Así el TextureLoader o quien la cree podrá modificar lo que desee, pero no una vez metida aquí (hecha común).
*
* @param textureName: Nombre de la textura que se quiere.
*
* @return Ptr a la tx solicitada.
*/
Texture* getTexture(std::string textureName);
/**
* Devuelve un Ptr a la textura por defecto.
* Utilizado cuando no exista una textura específica.
*
* @return Ptr a la textura por defecto.
*/
Texture* getDefaultTexture();
//inline std::vector<SDL_Rect>* getTexureRects(std::string textureName) { return &_textureRects.at(textureName); }
////////////////////////////////////////////////////////
/*------------------------------------/
* Métodos para manejar las fuentes. *
* M�todos para manejar las fuentes. *
*------------------------------------*/
/**
* Crea un objeto UE:Font y lo añade al mapa de fuentes.
* Crea un objeto UE:Font y lo a�ade al mapa de fuentes.
*
* @param name : Nombre del asset (key para el mapa de fuentes).
* @param fontPath : Ubicación del archivo de datos sobre la fuente.
*
* @param fontPath : Ubicaci�n del archivo de datos sobre la fuente.
*/
void LoadFont(std::string name, std::string fontPath);
/**
* Elimina una fuente (y en teoría limpia la fuente) dado su nombre de Asset.
* Elimina una fuente dado su nombre identificador.
*
* @param name : Nombre del Asset (key del mapa de fuentes).
*
*/
void RemoveFont(std::string name);
@@ -143,11 +185,21 @@ namespace UE
* Obtiene y devuelve el ptr a una fuente dado su nombre de asset.
*
* @param fontName : Nombre del Asset.
* @return UE::Font* : El ptr a la fuente solicitada.
*
* @return UE::Font* : El ptr a la fuente solicitada.
*/
inline Font* GetFont(std::string fontName) { return _fonts.at(fontName); }
Font* GetFont(std::string fontName);
/**
* Devuelve un Ptr a la fuente por defecto.
* Utilizado cuando no exista o no se indique una fuente específica.
*
* @return Ptr a la fuente por defecto.
*/
Font* getDefaultFont();
////////////////////////////////////////////////////////
///////DEBUG////////
@@ -161,14 +213,27 @@ namespace UE
//---------------------
//std::string _assetPath;
/**
* Nombre de los Assets por defecto.
* Sustituirá a un Asset no disponible.
* NOTA: UberEngine debería traer Assets por defecto para esta funcionalidad.
*/
const std::string defaultAsset = "default";
////////////////////////////////////////////////////////
//std::vector<UE::Asset> _assets = {};
std::deque<UE::Asset> _assetQueue = {};
////////////////////////////////////////////////////////
/* Almacenes de asssets */
//Almacén de SDL_Texture* (ptrs, pues lo gestiona SDL).
//Almac�n de SDL_Texture* (ptrs, pues lo gestiona SDL).
//std::unordered_map<std::string, SDL_Texture*> _textures = {};
//std::unordered_map<std::string, std::vector<SDL_Rect>> _textureRects = {};
std::unordered_map <std::string, Texture*> _textures = {};
@@ -177,6 +242,9 @@ namespace UE
std::unordered_map<std::string, Font*> _fonts = {};
////////////////////////////////////////////////////////
//Necesario para crear las SDL_Texture a partir de SDL_Surface.
SDL_Renderer* _SDL_Renderer = NULL;
};
+10 -10
View File
@@ -1,9 +1,9 @@
#include "Font.h"
#include "Logging\Logger.h"
#include "Logging/Logger.h"
#include <fstream>
#include <json\json.hpp>
#include <json/json.hpp>
using json = nlohmann::ordered_json;
@@ -15,8 +15,8 @@ TTF_Font* UE::Font::GetFont(int size)
auto it = _fonts.find(size);
if (it == _fonts.end())
{
//El tamaño pedido no está disponible.
//La creamos nueva.
//El font size pedido no está disponible.
//Creamos el nuevo size.
font = CreateFontSize(size);
return font;
}
@@ -41,7 +41,7 @@ void UE::Font::InitFont()
_fontPath = jread["FontPath"].get<std::string>();
//Obtenemos los tamaños que crear de inicio.
//Obtenemos los tama�os que crear de inicio.
std::vector<int> vect = jread["FontSizes"].get<std::vector<int>>();
for (auto it : vect)
{
@@ -53,7 +53,7 @@ void UE::Font::InitFont()
void UE::Font::CleanFont()
{
//Eliminamos todos los tamaños de las fuentes.
//Eliminamos todos los tama�os de las fuentes.
for (auto i = _fonts.begin(); i != _fonts.end(); i++)
{
TTF_CloseFont(i->second);
@@ -62,18 +62,18 @@ void UE::Font::CleanFont()
TTF_Font* UE::Font::CreateFontSize(int size)
{
//Creamos la fuente del tamaño requerido.
//Creamos la font size requerida.
TTF_Font* font = TTF_OpenFont(_fontPath.c_str(), size);
if (font == nullptr)
{
UE_LOG_ERROR("No se ha podido crear la fuente: {0} - Size: {1}", _fontPath, size);
UE_LOG_ERROR("Font - No se ha podido crear la fuente: {0} - Size: {1}", _fontPath, size);
return nullptr;
}
//La añadimos al mapa.
//Add to the map
_fonts.insert(std::make_pair(size, font));
UE_LOG_TRACE("Font: {0} se ha creado con tamanho: {1}", _fontPath, size);
UE_LOG_TRACE("Font: {0} se ha creado el Size: {1}", _fontPath, size);
return font;
}
+32 -17
View File
@@ -9,9 +9,10 @@ namespace UE
{
/**
* Clase Wrapper para las SDL_Fonts.
* También sirve de "cache" para los diferentes tamaños de la fuente, de esta forma
* reducimos las veces que generamos las fuentes y podemos utilizar múltiples tamaños de forma sencilla.
*
* Dada una fuente ttf, carga los glyphos con los tamaños indicados y almacena el TTF_Font del tamaño correspondiente.
* Esta clase contiene todos los tamaños cargados.
* En caso de pedir un tamaño no cargado, lo cargará desde el archivo.
* REWORK Font -> Quizás se pueda sacar el loader a otro lado (Como en UE::Texture). Aunque en este caso, como es una especie de FontManager, no sé.
*/
class Font
{
@@ -31,53 +32,67 @@ namespace UE
CleanFont();
}
////////////////////////////////////////////////////////
//-----------------------
//------- Methods -------
//-----------------------
/**
* Devuelve la fuente del tamaño pedido.
* En caso de no estar disponible, la genera y la añade al cache antes de devolverla.
* Devuelve la fuente del size pedido.
* En caso de no estar disponible, la genera y la añade al cache antes de devolverla.
*
* @param size : tamaño de la fuente.
* @return TTF_Font* : Fuente del tamaño solicitado.
* @param size : tama�o de la fuente.
* @return TTF_Font* : Fuente del size solicitado. En caso de error, devuelve un nullptr.
*/
TTF_Font* GetFont(int size);
////////////////////////////////////////////////////////
private:
/**
* Crea la fuente a partir del archivo de datos.
* Crea la clase a partir del archivo de datos.
*/
void InitFont();
/**
* Limpia la fuente, eliminando todos sus tamaños y vaciando toda la memoria.
* Limpia la clase, eliminando todos los font sizes y vaciando toda la memoria.
*/
void CleanFont();
////////////////////////////////////////////////////////
/**
* Se encarga de generar el tamaño de fuente deseado.
* Se encarga de generar el Font Size de fuente deseado.
*
* @param size : tamaño a generar.
* @return TTF_Font* : Ptr al nuevo tamaño generado. Hay que guardarlo en algún sitio.
* @param size : Font Size a generar.
* @return TTF_Font* : Ptr al nuevo Font Size generado.
*/
TTF_Font* CreateFontSize(int size);
////////////////////////////////////////////////////////
private:
//-----------------------
//------ Variables ------
//-----------------------
private:
//Ubicación del archivo de datos (.json).
std::string _dataPath = "";
//Ubicación de la tipografía (.ttf).
//Path del archivo de datos (.json).
std::string _dataPath = "";
//Path de la tipografía (.ttf).
std::string _fontPath = "";
//Caché de los diferentes tamaños de la fuente.
//Cache de los diferentes Font Sizes (glyphos).
std::unordered_map<int, TTF_Font*> _fonts = {};
};
+63 -10
View File
@@ -1,35 +1,51 @@
#include "Texture.h"
#include "Logging\Logger.h"
#include "Logging/Logger.h"
#include "Asset.h"
#include <fstream>
#include <json\json.hpp>
#include <json/json.hpp>
using json = nlohmann::ordered_json;
SDL_Rect* UE::Texture::GetTextureRect(int i)
SDL_Rect UE::Texture::GetTextureRect(int i)
{
try
{
SDL_Rect* rect = &_txRects.at(i);
SDL_Rect rect = _txRects.at(i);
return rect;
}
catch (const std::out_of_range&)
{
UE_LOG_ERROR("La textura {0} no tiene rect {1}", _txPath, i);
return &_txRects.at(0);
UE_LOG_WARN("La textura {0} no tiene rect {1}", _txPath, i);
return _txRects.at(0);
}
}
void UE::Texture::SetTexture(SDL_Texture* newTexture)
{
//Destruimos la tx antigua. Esperomos no se haya hecho antes...
//Algo me dice que este if tiene más bien poco sentido...
if (_texture != nullptr)
{
SDL_DestroyTexture(_texture);
}
//Cambiamos la tx por la nueva.
_texture = newTexture;
}
void UE::Texture::InitTexture()
{
std::fstream file(_dataPath);
//Comprobamos si el archivo se ha abierto.
if (!file.is_open())
{
UE_LOG_ERROR("No se ha podido abrir el archivo de datos de textura: {0}", _dataPath);
UE_LOG_ERROR("Texture - No se ha podido abrir el archivo de datos de textura: {0}", _dataPath);
return;
}
@@ -37,11 +53,22 @@ void UE::Texture::InitTexture()
_txPath = jread["TexturePath"].get<std::string>();
//Creamos la textura.
CreateTexture();
if (int error = CreateTexture() < 0)
{
UE_LOG_ERROR("Texture {0}: La textura no se ha cargado. Se esperan excepciones. Error {1}",
_txPath,
error);
//En principio, los Rects se pueden cargar. Por tanto, continuamos.
}
//Cargamos los Rects.
json textureRects = jread["TextureRects"];
//Por defecto, el Rect 0 es la textura completa.
AddRect(SDL_Rect{ 0, 0, txSizeX, txSizeY });
//Este bucle debe empezar en 0, pues iteramos por los valores del JSON, no los de la textura.
for (int i = 0; i < textureRects.size(); i++)
{
AddRect(textureRects.at(i).get<SDL_Rect>());
@@ -57,14 +84,40 @@ void UE::Texture::CleanTexture()
_txRects.clear();
}
void UE::Texture::CreateTexture()
int UE::Texture::CreateTexture()
{
SDL_Surface* loadSurface = IMG_Load(_txPath.c_str());
if (loadSurface == NULL)
{
UE_LOG_ERROR("Texture - No se ha podido cargar la tx en {0}: {1}",
_txPath,
IMG_GetError()
);
return -1;
}
//Extraemos el Size de la tx.
txSizeX = loadSurface->w;
txSizeY = loadSurface->h;
_texture = SDL_CreateTextureFromSurface(_SDL_Renderer, loadSurface);
if (_texture == NULL)
{
UE_LOG_ERROR("Texture - No se ha podido crear la tx {0}: {1}",
_txPath,
SDL_GetError()
);
return -2;
}
SDL_FreeSurface(loadSurface);
return 0;
}
void UE::Texture::AddRect(SDL_Rect newRect)
void UE::Texture::AddRect(SDL_Rect& newRect)
{
_txRects.push_back(newRect);
}
+82 -21
View File
@@ -8,7 +8,13 @@
namespace UE
{
/**
* Wrapper para SDL_Texture permitiendo Texturas "animadas" o "SpriteSheets".
* Contiene una SDL_Texture y un conjunto de SDL_Rects, indicando las distintas partes de la textura.
* El SDL_Rect index 0 indica la textura completa.
*
* REWORK Texture -> Separar los datos (sdl_tx, rects, ...) del loader. No me gusta que una textura se tenga que cargar a si misma.
*/
class Texture
{
public:
@@ -19,36 +25,77 @@ namespace UE
Texture(std::string dataPath, SDL_Renderer* renderer)
: _dataPath(dataPath), _SDL_Renderer(renderer)
{
//REWORK -> En el Loader, estaría bien poder saber si se ha cargado o no.
// Para no añadirla al mapa de texturas y hacer fallback en la por defecto.
InitTexture();
}
//HACK Texture() -> Lo utilizaremos únicamente para poder crear Texture vacias, hasta que separemos el loader.
Texture() {}
~Texture()
{
CleanTexture();
}
////////////////////////////////////////////////////////
//-----------------------
//------- Methods -------
//-----------------------
/**
* Retorna la textura.
* Retorna la textura interna.
*
* @return Ptr a la SDL_Texture que contiene.
*/
inline SDL_Texture* GetTexture() { return _texture; }
/**
* Retorna los Rects de la textura.
*
* @return Vector con todos los Rects de la textura.
*/
inline std::vector<SDL_Rect>* GetRectsVector() { return &_txRects; }
/**
* Retorna el Rect pedido. Comprobando que está disponible.
* Si no está disponible, devuelve el rect de index 0 (que debería ser el por defecto).
* Retorna el Rect indicado, comprobando que esté disponible.
* Si no está disponible, devuelve el rect de index 0.
*
* @param i : Índice del rect.
* @return El SDL_Rect* solicitado (o el por defecto en caso de error).
* @param i : index del rect. (El index 0 es la textura completa).
* @return El SDL_Rect solicitado (o el por defecto si no está disponible).
*/
SDL_Rect* GetTextureRect(int i);
SDL_Rect GetTextureRect(int i);
////////////////////////////////////////////////////////
//HACK Tiene que ser posible hacer un SetTexture. Será necesario cuando no cree su propia textura.
// Pero habrá que pasarlo como const desde el AssetManager, para evitar modificar datos "comunes".
void SetTexture(SDL_Texture* newTexture);
////////////////////////////////////////////////////////
/**
* Add a SDL_Rect to the Rect Array.
*
* NOTA para REWORK -> Estaba en privado. Lo he movido aquí porque será público, pero no modificable si es const.
*
* @param newRect: New Rect to add. Lo enviamos como referencia para ahorrar copias. IDK if is better...
*/
void AddRect(SDL_Rect& newRect);
////////////////////////////////////////////////////////
private:
@@ -62,37 +109,51 @@ namespace UE
*/
void CleanTexture();
/**
* Método encargado de generar la textura a partir de los valores de la clase.
*/
void CreateTexture();
////////////////////////////////////////////////////////
/**
* Método que añade un SDL_Rect al vector correspondiente.
* @param newRect : Nuevo Rect que añadir al vector de Rects.
* Genera la textura a partir de los valores de la clase.
*/
void AddRect(SDL_Rect newRect);
int CreateTexture();
////////////////////////////////////////////////////////
private:
//-----------------------
//------ Variables ------
//-----------------------
private:
//Ubicación del archivo de datos (.json).
//Path del archivo de datos (.json).
std::string _dataPath = "";
//El propio renderer de SDL. Es necesario para crear y operar con las SDL_Textures.
SDL_Renderer* _SDL_Renderer = nullptr;
//Ubicación de la textura (.png).
//Path de la textura (.png o formato de la imagen).
std::string _txPath = "";
////////////////////////////////////////////////////////
//La propia textura.
SDL_Texture* _texture = nullptr;
//Conjunto de rects que hay en la textura.
std::vector<SDL_Rect> _txRects = {};
////////////////////////////////////////////////////////
//Size de la SDL_Texture. Por si se necesita para algo...
//NOTA Texture Size vars: Quizás haya que implementar algún método para estas vars.
int txSizeX = 0;
int txSizeY = 0;
////////////////////////////////////////////////////////
//El propio renderer de SDL. Es necesario para crear y operar con las SDL_Textures.
//NOTA Texture: Para quitarlo de aquí, tenemos que mover el proceso de carga.
SDL_Renderer* _SDL_Renderer = nullptr;
};
+11
View File
@@ -0,0 +1,11 @@
#include "Drawable.h"
#include "Assets/Texture.h"
#include "Logging/Logger.h"
namespace UE
{
}
+58
View File
@@ -0,0 +1,58 @@
#pragma once
#include "Interfaces/Transformable.h"
#include <SDL_rect.h>
namespace UE
{
class Renderer;
class Texture;
/*
* Clase base para renderizar objetos en el mundo.
*/
class Drawable
{
protected:
Drawable() {}
~Drawable() {}
protected:
//Esto permite acceder a este método desde el Renderer, pero no será accesible desde fuera.
// de esta forma, me aseguro que ocurren las dos etapas del rendering.
friend class Renderer;
/*
* Esta función ha de ser sobrecargada por los Sprites especificos.
* Se deberá realizar el render en esta etapa.
*/
virtual void Draw(Renderer* renderer) = 0;
////////////////////////////////////////////////////////
public:
//Get-Set del renderLayer.
inline void SetLayer(int newLayer) { _renderLayer = newLayer; }
inline int GetLayer() { return _renderLayer; }
inline void SetVisible(bool visible) { _visible = visible; }
inline bool IsVisible() { return _visible; }
protected:
//Indica en qué layer está el objeto (z order).
int _renderLayer = 0;
bool _visible = true;
};
}
+40 -43
View File
@@ -1,53 +1,50 @@
#include "Sprite.h"
#include "Render\Renderer.h"
#include "Assets\AssetManager.h"
#include "Render/Renderer.h"
#include "Assets/AssetManager.h"
#include "Engine.h"
#include "Logging\Logger.h"
#include "Logging/Logger.h"
#include <iostream>
void UE::Sprite::SetTextureRect(int textureID)
{
SDL_Rect* newRect = _texture->GetTextureRect(textureID);
if (newRect != nullptr)
namespace UE
{
Sprite::Sprite()
{
_actualTxRect = newRect;
AssetManager* as = Engine::GetAssetManager();
_tx = as->getDefaultTexture();
SetTextureRect(0);
SetLayer(1);
SetPosition(0, 0);
SDL_Rect txSize = _tx->GetTextureRect(_txRectID);
SetSize(txSize.w, txSize.h);
}
void Sprite::SetTextureRect(int textureID)
{
_txRectID = textureID;
//Sabemos que en caso de no estar disponible, no devolverá el Rect 0 (Textura completa).
_txRect = _tx->GetTextureRect(textureID);
}
void Sprite::Draw(Renderer* renderer)
{
//Comprobar si es visible.
if (!renderer->IsObjectVisible(&GetTransformRect()))
{
return;
}
renderer->DrawTextureOnWorld(_tx, _txRectID, GetTransformRect());
}
}
void UE::Sprite::SetActive(bool active)
{
isActive = active;
}
bool UE::Sprite::IsActive()
{
return isActive;
}
void UE::Sprite::Draw(Renderer* renderer)
{
//Convertimos a ScreenCoords.
glm::ivec2 screenCoords = renderer->WorldToSreenCoords(_pos);
SDL_Rect position = { screenCoords.x, screenCoords.y, _size.x, _size.y };
//destination.x = _pos.x;
//destination.y = _pos.y;
//
//destination.w = _size.x;
//destination.h = _size.y;
//std::cout << "Sprite Rendered to: " << destination.x << "-" << destination.y << std::endl;
renderer->QueueDrawCall(_renderLayer, position, _texture->GetTexture(), *_actualTxRect);
}
SDL_Rect UE::Sprite::getPositionRect()
{
SDL_Rect position = { _pos.x, _pos.y, _size.x, _size.y };
return position;
}
+50 -22
View File
@@ -1,18 +1,19 @@
#pragma once
#include <SDL.h>
#include <string>
#include <vector>
//#include <glm.hpp>
#include <glm\vec2.hpp>
#include <glm/vec2.hpp>
#include "Render\Drawable.h"
#include "Render\Transformable.h"
#include "Assets\Texture.h"
#include "Drawables/Drawable.h"
#include "Interfaces/Transformable.h"
#include "Assets/Texture.h"
//
// TODO:
// TODO Sprite:
// - Implementar soporte para SpriteSheets en los constructores.
//
//
@@ -34,26 +35,29 @@ namespace UE
// --------------
*/
//NOTA: Hay que implementar una textura por defecto, que será la que se usará cuando no se indique nada.
// De esta forma, podemos tener constructores por defecto.
/*
Se establecen todos los parámetos.
Se establecen todos los parámetos.
La textura es obligatoria, y puede ha de darse:
- En SDL_Texture* -> Sin más, se entiende.
En ambos casos se llama al método SetTexturePtr.
Los demás parámetros tienen un valor por defecto.
- En SDL_Texture* -> Sin más, se entiende.
Los demás parámetros tienen un valor por defecto.
\param texturePtr: El pointer a la textura de SDL.
\param textureRects: El pointer al conjunto de SDL_Rects de la textura.
\param textureRectID: El número de Rect del conjunto de rects.
\param renderLayer: La Layer en que se renderizará.
\param textureRectID: El número de Rect del conjunto de rects. Por defecto será 0 (La textura completa).
\param renderLayer: La Layer en que se renderizará.
\param position: Posición del Sprite.
\param size: Tamaño del Sprite.
*/
Sprite(UE::Texture* texture,
int textureRectID = 0,
int renderLayer = 1,
glm::vec2 position = glm::vec2(0, 0),
glm::vec2 size = glm::vec2(100, 100))
: _texture(texture)
{
_tx = texture;
SetTextureRect(textureRectID);
SetLayer(renderLayer);
@@ -62,34 +66,58 @@ namespace UE
SetSize(size);
}
Sprite();
~Sprite() {}
////////////////////////////////////////////////////////
//-----------
//- Setters -
//- Methods -
//-----------
void SetTextureRect(int textureID);
void SetActive(bool active);
bool IsActive();
////////////////////////////////////////////////////////
inline bool IsActive() { return isActive; }
inline void SetActive(bool active) { isActive = active; }
////////////////////////////////////////////////////////
//Implementa el Draw de Drawable.
void Draw(Renderer* renderer) override;
SDL_Rect getPositionRect();
private:
//Datos de la textura. Sirven para pedirla al AssetManager.
//Ptr a la textura y los datos que está utilizando.
UE::Texture* _tx = nullptr;
UE::Texture* _texture = nullptr;
//Sección de la textura que se utilizará.
SDL_Rect _txRect{ 0, 0, 0, 0 };
//El que se va a renderizar.
SDL_Rect* _actualTxRect = nullptr;
//UE::Texture contiene una lista de rects, con esto, podemos seleccionar el rect que queramos.
//FIX: Pero es redundante con _txRect y para que sea seguro habría que encapsular todo.
//¿Es necesario que esté aquí? ¿Puedo simplemente tenerlo en aquellos Drawables en que lo necesite (animated ones)?
int _txRectID = 0;
////////////////////////////////////////////////////////
//Permite activar o desactivar el Drawable. Si está desactivado, no se debería de renderizar/ejecutar.
//NOTA: Se puede mover al Sprite para detener también el Update.
bool isActive = true;
+39 -18
View File
@@ -1,7 +1,10 @@
#include "TextBox.h"
#include "Logging\Logger.h"
#include "Render\Renderer.h"
#include "Engine.h"
#include "Logging/Logger.h"
#include "Render/Renderer.h"
#include <SDL_render.h>
void UE::TextBox::SetText(std::string newText)
{
@@ -34,36 +37,36 @@ void UE::TextBox::SetColor(int r, int g, int b, int a)
void UE::TextBox::Draw(Renderer* renderer)
{
//Si aún no tenemos renderer, lo guardamos y procesamos.
if (_sdlRenderer == nullptr)
if (_tx->GetTexture() == nullptr)
{
_sdlRenderer = renderer->GetSDLRenderer();
RenderTextTexture();
}
if (_textTexture == nullptr)
{
UE_LOG_WARN("El texto: {0} ; No se está renderizando. La textura no existe.", _text);
UE_LOG_WARN("El texto: {0} ; No se está renderizando. La textura no existe.", _text);
return;
}
//Generamos el SDL_Rect destino.
SDL_Rect dest = { _pos.x, _pos.y, _size.x, _size.y };
// Ya no es necesario....
//SDL_Texture* tx = _textTexture.GetTexture();
renderer->QueueDrawCall(_renderLayer, dest, _textTexture);
//renderer->QueueDrawCall(_renderLayer, dest, _textTexture);
renderer->DrawTextureOnScreen(_tx, 0, GetTransformRect());
//Actualizamos en cada frame el ptr a la textura que tiene que usar el drawable.
//no vaya a ser que se invalide por algo.
}
void UE::TextBox::RenderTextTexture()
{
//No podemos continuar hasta que no tengamos un renderer.
if (_sdlRenderer == nullptr) { return; }
// No podemos continuar sin un SDL_Renderer.
// Si no hay SDL_Renderer, lo buscamos en el Engine.
if (_sdlRenderer == nullptr) { GetSDL_Renderer(); }
SDL_DestroyTexture(_textTexture);
//Creamos el SDL_Color a partir del vec4 que contiene el color.
SDL_Color color = { _textColor.x,_textColor.y, _textColor.z, _textColor.w };
//Tomamos la TTF_Font del tamaño que queremos de UE::Font.
//Tomamos la TTF_Font del tama�o que queremos de UE::Font.
TTF_Font* fn = _font->GetFont(_textSize);
SDL_Surface* loader = TTF_RenderText_Solid(fn, _text.c_str(), color);
@@ -74,8 +77,8 @@ void UE::TextBox::RenderTextTexture()
return;
}
_textTexture = SDL_CreateTextureFromSurface(_sdlRenderer, loader);
if (_textTexture == NULL)
SDL_Texture* newTextTexture = SDL_CreateTextureFromSurface(_sdlRenderer, loader);
if (newTextTexture == NULL)
{
UE_LOG_ERROR("No se ha podido crear la textura del texto: {0} ; Error: {1}",
_text, SDL_GetError());
@@ -86,4 +89,22 @@ void UE::TextBox::RenderTextTexture()
SDL_FreeSurface(loader);
//Actualizamos la SDL_Texture en la Texture.
_tx->SetTexture(newTextTexture);
//Limpiamos los Rects antiguos.
_tx->GetRectsVector()->clear();
//Añadimos el Rect correspondiente.
SDL_Rect newRect = { 0, 0, _size.x, _size.y };
_tx->AddRect(newRect);
//Actualizamos el Rect en el Drawable.
_txRect = newRect;
}
void UE::TextBox::GetSDL_Renderer()
{
_sdlRenderer = Engine::GetRenderer()->GetSDLRenderer();
}
+86 -9
View File
@@ -2,20 +2,22 @@
#include <SDL.h>
#include <SDL_ttf.h>
#include <glm\vec4.hpp>
#include <glm/vec4.hpp>
#include "Render\Drawable.h"
#include "Render\Transformable.h"
#include "Drawable.h"
#include "Interfaces/Transformable.h"
#include "Assets\Font.h"
#include "Assets/Font.h"
#include "Assets/Texture.h"
namespace UE
{
//NOTA: hay que mover esto a la lista de definiciones (defs.h). Algún día, lo crearemos.
typedef glm::tvec4<int> UE_Color;
class TextBox : public Drawable, public Transformable
{
@@ -30,6 +32,15 @@ namespace UE
glm::vec2 position = glm::vec2(0, 0))
: _font(font), _text(text), _textSize(textSize)
{
//Obtenemos el SDL_Renderer que necesitamos.
GetSDL_Renderer();
//Creamos la texture.
//_textTexture = new Texture();
//Le decimos al Drawable cual es la textura que tiene que usar.
_tx = new Texture();
SetColor(textColor);
SetLayer(renderLayer);
@@ -38,30 +49,96 @@ namespace UE
RenderTextTexture();
}
//Se generará una textura y todo eso...
~TextBox()
{
//Hay que limpiar lo que ocupamos.
//delete _textTexture;
delete _tx;
}
// Si se realiza una copia, necesitamos que esta utilice su propia textura.
// Así, si queremos copiar una para luego modificarla, no se modifican las dos.
// (Y si una se borra no se lleva consigo los ptrs de las 2).
TextBox(const TextBox& c)
: _font(c._font), _text(c._text), _textSize(c._textSize), _textColor(c._textColor)
{
//Le decimos al Drawable cual es la textura que tiene que usar.
_tx = new Texture();
SetLayer(c._renderLayer);
SetPosition(c._pos);
this->RenderTextTexture();
}
//TODO: Eliminar constructores de Copy y demás. No se debería permitir el copiar... Rompen la _textTexture.
//NOTA: Quizás, la solución esté en los Smart Pointers...
// Se me ocurre lo siguiente:
// Añadimos un almacén "estático" para texturas en algún sitio. Le puedes pedir que te de una textura,
// y te la almacena ahí. Tú recibes un ptr y lo conservas. Tendrás acceso a la tx mientras tengas el ptr a la misma.
// El sistema eliminará los ptrs que no se usen (smart pointers) porque no tengan referencias.
//
////////////////////////////////////////////////////////
//Se generar� una textura y todo eso...
void SetText(std::string newText);
void SetSize(int newSize);
////////////////////////////////////////////////////////
void SetColor(UE_Color newColor);
void SetColor(int r, int g, int b, int a);
////////////////////////////////////////////////////////
//Implementa el Draw de Drawable.
void Draw(Renderer* renderer) override;
private:
void RenderTextTexture();
////////////////////////////////////////////////////////
/*
Obtiene el SDL_Renderer desde el Engine. (Magia estática).
*/
void GetSDL_Renderer();
private:
UE::Font* _font = nullptr;
std::string _text = "Texto por defecto";
int _textSize = 18;
UE_Color _textColor;
UE_Color _textColor = {255, 255, 255, 255};
SDL_Texture* _textTexture = nullptr;
//Esto está muy mal hecho, no debería de ser así.
UE::Texture* _tx;
SDL_Rect _txRect;
////////////////////////////////////////////////////////
//Creamos su propia textura, que le pasamos al Drawable.
//El Drawable no almacena una textura, sino un ptr (normalmente sacado del AssetManager).
//En este caso, esta es la textura a la que debe apuntar.
// Pero podemos, simplemente, crear la textura en el heap y apuntar ahí el ptr.
//Texture* _textTexture;
//Esto est� muy mal hecho, no deber�a de ser as�.
//Necesito un renderer para crear la textura del texto, pero no puedo conseguirlo con la arquitectura actual.
//No quiero regenerar la textura en cada frame de forma innecesaria...
//Por ello, me toca forzar un poco el sistema.
+152
View File
@@ -0,0 +1,152 @@
#include "Engine.h"
#include "Logging/Logger.h"
#include "Render/Renderer.h"
#include "Assets/AssetManager.h"
#include "Scene/SceneManager.h"
namespace UE
{
//Le decimos a C++ que son objetos static y que los cree cuando vea.
Renderer* Engine::_renderer;
AssetManager* Engine::_assetManager;
SceneManager* Engine::_sceneManager;
int Engine::Init()
{
//Lo primero, es iniciar el Logger, para poder imprimir errores.
UE::Logger::InitLogger();
//Etapa de carga de librerías.
if(InitLibs() < 0) //Retorna negativos en caso de error.
{
UE_LOG_CRITICAL("Engine - Error al inicial las librerías");
return -1;
}
//Iniciamos los sistemas del motor.
if(InitRenderer() < 0)
{
UE_LOG_CRITICAL("Engine - Error al iniciar el renderer.");
return -2;
}
if(InitAssetManager() < 0)
{
UE_LOG_CRITICAL("Engine - Error al inicial el AssetManager.");
return -3;
}
if(InitSceneManager() < 0)
{
UE_LOG_CRITICAL("Engine - Error al inicial el SceneManager.");
return -4;
}
UE_LOG_INFO("Engine - El motor se ha iniciado correctamente.");
return 0;
}
void Engine::Clean()
{
//Etapa para limpiar los sistemas del motor.
_sceneManager->CleanSceneManager();
delete _sceneManager;
_assetManager->CleanAssetManager();
delete _assetManager;
_renderer->CleanRenderer();
delete _renderer;
//Etapa para desactivar y limpiar todas las librerías.
QuitLibs();
}
int Engine::InitLibs()
{
//Iniciamos SDL.
SDL_HINT_RENDER_DRIVER "opengl";
Uint32 SDL_Flags = SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS;
if (SDL_Init(SDL_Flags) < 0)
{
UE_LOG_CRITICAL("Engine - SDL: Error al iniciar SDL: {0}", SDL_GetError());
return -1;
}
UE_LOG_TRACE("Engine - SDL se ha iniciado correctamente");
//Iniciamos SDL_Image
if (IMG_Init(IMG_INIT_PNG) == 0) //Retorna 0 en caso de fallo.
{
UE_LOG_ERROR("Engine - SDL_Image: Error al iniciarse: {0}", IMG_GetError());
return -2;
}
UE_LOG_TRACE("Engine - SDL_Image se ha iniciado correctamente");
//Iniciamos el SDL_TTF
if (TTF_Init() < 0) //Retorna -1 en caso de error.
{
UE_LOG_ERROR("Engine - SDL_TTF: Error al inicarse: {0}", TTF_GetError());
return -3;
}
UE_LOG_TRACE("Engine - SDL_TTF se ha iniciado correctamente");
return 0;
}
int Engine::InitRenderer()
{
//Cargamos el Renderer.
//Hay que implementar un sistema de flags o
// una struct de configuración para la inicialización del renderer.
_renderer = new UE::Renderer(640, 480, 5);
if(_renderer->InitRenderer() < 0)
{
return -1;
}
UE_LOG_TRACE("Engine - Renderer: Se ha iniciado correctamente");
return 0;
}
int Engine::InitAssetManager()
{
//Cargamos el AssetManager
//Faltaría control de errores en caso de haberlo.
_assetManager = new UE::AssetManager(_renderer->GetSDLRenderer());
_assetManager->InitAssetManager();
UE_LOG_TRACE("Engine - AssetManager: Se ha iniciado correctamente");
return 0;
}
int Engine::InitSceneManager()
{
//Cargamos el SceneManager
//Faltaría control de errores en caso de haberlo.
_sceneManager = new UE::SceneManager();
UE_LOG_TRACE("Engine - SceneManager: Se ha iniciado correctamente.");
return 0;
}
int Engine::QuitLibs()
{
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}
}
+80
View File
@@ -0,0 +1,80 @@
#pragma once
namespace UE
{
//Declaraciones de clases de UberEngine
class Renderer;
class AssetManager;
class SceneManager;
/* Clase Principal del motor.
* Carga todas los sistemas y librerías al inicio y los descarga al final.
* Contiene ptrs a los sistemas principales.
*/
class Engine
{
public:
/*
* Inicia todos los sistemas y librerías necesarias.
* Retornará 0 o un código de error negativo.
*/
static int Init();
/*
* Limpia todas las cosas del motor.
*/
static void Clean();
inline static UE::Renderer* GetRenderer() { return _renderer; }
inline static UE::AssetManager* GetAssetManager() { return _assetManager; }
inline static UE::SceneManager* GetSceneManager() { return _sceneManager; }
private:
//Vamos a crear un método para la inicialización de cada sistema.
// de esta forma, debería ser más fácil modificar la inicialización cuando sea necesario.
/*
* Inicializa las librerías de SDL.
* Retorna códigos de error negativos.
*/
static int InitLibs();
/*
* Inicializa el renderer.
* En un futuro, debería ser configurable, además de soportar distintos backends.
*/
static int InitRenderer();
/*
* Inicializa el AssetManager.
* Es necesario iniciar primero el Renderer para poder acceder al SDL_Renderer.
* (al menos, mientras usemos el SDL_Renderer.)
*/
static int InitAssetManager();
/*
* Inicializa el SceneManager.
*/
static int InitSceneManager();
/*
* Al igual que se inician, hay que limpiar las libs.
*/
static int QuitLibs();
/*
* Ptrs de los sistemas.
*/
static Renderer* _renderer;
static AssetManager* _assetManager;
static SceneManager* _sceneManager;
};
}
@@ -0,0 +1,55 @@
#include "Transformable.h"
#include "Logging/Logger.h"
#include <SDL_rect.h>
namespace UE
{
void Transformable::SetPosition(float x, float y)
{
_pos.x = x;
_pos.y = y;
}
void Transformable::SetPosition(glm::vec<2, float> newPosition)
{
_pos = newPosition;
}
void Transformable::SetSize(float x, float y)
{
_size.x = x;
_size.y = y;
}
void Transformable::SetSize(glm::vec<2, float> newSize)
{
_size = newSize;
}
void Transformable::Move(float x, float y)
{
_pos.x += x;
_pos.y += y;
}
void Transformable::Resize(float x, float y)
{
_size.x += x;
_size.y += y;
}
SDL_Rect Transformable::GetTransformRect()
{
SDL_Rect rect = { _pos.x, _pos.y, _size.x, _size.y };
return rect;
}
}
+86
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@@ -0,0 +1,86 @@
#pragma once
#include <glm/vec2.hpp>
struct SDL_Rect;
namespace UE
{
/*
Almacena una posición y un tamaño.
Utilizado para representar objetos en algún espacio.
*/
class Transformable
{
public:
//-----------
//- Setters -
//-----------
/*
* Establece una nueva posición para el objeto.
* Dados dos floats como nueva posición.
*/
void SetPosition(float x, float y);
/*
* Establece una nueva posición para el objeto.
* Dado un vector como nueva posición.
*/
void SetPosition(glm::vec<2, float> newPosition);
/*
* Establece un nuevo tamaño para el objeto (En principio, en pixeles).
* Dados dos floats como nuevo tamaño.
*/
void SetSize(float x, float y);
/*
* Establece un nuevo tamaño para el objeto (En principio, en pixeles).
* Dado un vector como nuevo tamaño.
*/
void SetSize(glm::vec<2, float> newSize);
//-----------
//- Getters -
//-----------
inline glm::vec2 GetPosition() { return _pos; }
inline glm::vec2 GetSize() { return _size; }
//-----------
//- Methods -
//-----------
/*
* Mueve el objeto el offset indicado.
*/
void Move(float x, float y);
/*
* Cambia el tamaño la cantidad indicada.
*/
void Resize(float x, float y);
/*
* Devuelve el rect que representa/ocupa el objeto.
*/
SDL_Rect GetTransformRect();
protected:
//Almacenamos la posición y el tamaño del objeto. Esto representa un SDL_Rect.
glm::vec<2, float> _pos;
glm::vec<2, float> _size;
};
}
+1 -1
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@@ -1,6 +1,6 @@
#include "Logger.h"
#include "spdlog\sinks\stdout_color_sinks.h"
#include "spdlog/sinks/stdout_color_sinks.h"
namespace UE
+2 -2
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@@ -1,6 +1,6 @@
#pragma once
#include "spdlog\spdlog.h"
#include "spdlog/spdlog.h"
#include <memory>
@@ -23,7 +23,7 @@ namespace UE
};
//Macros para el Logging. Es más cómodo que estar poniendo la línea entera cada vez...
//Macros para el Logging. Es más cómodo que estar poniendo la línea entera cada vez...
#define UE_LOG_TRACE(...) ::UE::Logger::GetEngineLogger()->trace(__VA_ARGS__)
#define UE_LOG_DEBUG(...) ::UE::Logger::GetEngineLogger()->debug(__VA_ARGS__)
#define UE_LOG_INFO(...) ::UE::Logger::GetEngineLogger()->info(__VA_ARGS__)
+46
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@@ -0,0 +1,46 @@
#include "Camera.h"
#include "Logging/Logger.h"
#include <SDL_rect.h>
namespace UE
{
glm::vec2 Camera::WorldToSreenCoords(glm::vec<2, float> worldCoord)
{
//Convertimos las coordenas de WorldCoords a ScreenCoords relativas a la camPosition.
glm::ivec2 fPos = worldCoord - _pos;
return fPos;
}
glm::vec2 Camera::ScreenToWorldCoords(glm::vec<2, float> screenCoord)
{
//Convertimos las coordenas de ScreenCoords a WorldCoords relativas a la camPosition.
glm::ivec2 fPos = screenCoord + _pos;
return fPos;
}
SDL_Rect Camera::WorldToScreenRect(SDL_Rect worldRect)
{
glm::ivec2 worldCoords = glm::ivec2(worldRect.x, worldRect.y);
glm::ivec2 screenCoords = WorldToSreenCoords(worldCoords);
SDL_Rect screenRect = worldRect;
screenRect.x = screenCoords.x;
screenRect.y = screenCoords.y;
return screenRect;
}
SDL_Rect Camera::ScreenToWorldRect(SDL_Rect screenRect)
{
glm::ivec2 screenCoords = glm::ivec2(screenRect.x, screenRect.y);
glm::ivec2 worldCoords = ScreenToWorldCoords(screenCoords);
SDL_Rect worldRect = screenRect;
worldRect.x = worldCoords.x;
worldRect.y = worldCoords.y;
return worldRect;
}
}
+59
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@@ -0,0 +1,59 @@
#pragma once
#include <glm/vec2.hpp>
#include "Interfaces/Transformable.h"
//
// ToDO:
// - La cámara debería tener un tamaño definido.
// para hacer zoom y esas cosas.
// - Pasará a utilizar transformable para almacenar su posición y su tamaño.
//
namespace UE
{
class Camera : public Transformable
{
public:
Camera() {}
Camera(int posX, int posY)
{
_pos = { posX, posY };
_size = { 100, 100 };
}
Camera(int posX, int posY, int sizeX, int sizeY)
{
_pos = { posX, posY };
_size = { sizeX, sizeY };
}
////////////////////////////////////////////////////////
/* Métodos para transformar y proyectar coordenadas en función de la Camera. */
//WorldCoords = ScreenPos + CamPos -> ScreenPos = WorldCoords - CamPos;
//Proyecta las coordenadas de mundo a coordenadas de pantalla.
glm::vec2 WorldToSreenCoords(glm::vec<2, float> worldCoord);
//Proyecta coordenadas de pantalla al mundo.
glm::vec2 ScreenToWorldCoords(glm::vec<2, float> screenCoord);
SDL_Rect WorldToScreenRect(SDL_Rect worldRect);
SDL_Rect ScreenToWorldRect(SDL_Rect screenRect);
private:
//glm::ivec2 camSize { 0, 0 };
};
}
-27
View File
@@ -1,27 +0,0 @@
#pragma once
namespace UE
{
class Renderer;
class Drawable
{
public:
Drawable() {}
virtual ~Drawable() {};
//Get-Set del renderLayer.
inline void SetLayer(int newLayer) { _renderLayer = newLayer; }
inline int GetLayer() { return _renderLayer; }
public:
virtual void Draw(Renderer* renderer) = 0;
protected:
//renderLayer usada en el renderer como "profundidad".
int _renderLayer = 0;
};
}
+118 -142
View File
@@ -1,88 +1,78 @@
#include <iostream>
#include <ImGui\imgui.h>
#include <ImGui\imgui_impl_sdl.h>
#include <ImGui\imgui_impl_sdlrenderer.h>
//#include <ImGui\imgui_impl_opengl3.h>
#include <ImGui/imgui.h>
#include <ImGui/imgui_impl_sdl.h>
#include <ImGui/imgui_impl_sdlrenderer.h>
//#include <ImGui/imgui_impl_opengl3.h>
#include <SDL\include\SDL_opengl.h>
#include <SDL_opengl.h>
#include "Renderer.h"
#include "Logging\Logger.h"
#include "Assets/Texture.h"
#include "Logging/Logger.h"
namespace UE
{
//class Game;
int Renderer::InitRenderer()
{
//Iniciamos SDL.
SDL_HINT_RENDER_DRIVER "opengl";
Uint32 SDL_Flags = SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS;
if (SDL_Init(SDL_Flags) < 0)
{
UE_LOG_CRITICAL("No se ha podido iniciar SDL, sufre mamón: {0}", SDL_GetError());
return 1;
}
//Configuramos los parámetros de la ventana de SDL.
//Configuramos los par�metros de la ventana de SDL.
Uint32 windowFlags = (SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE);
//Creamos la ventana de SDL.
_window = SDL_CreateWindow("UberGame1", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenSize.x, screenSize.y, windowFlags);
if (_window == NULL)
{
UE_LOG_CRITICAL("No se ha podido crear la ventana de SDL con OpenGL y esas mierdas: {0}", SDL_GetError());
return 1;
UE_LOG_CRITICAL("Renderer - CreateWindow: No se ha podido crear la ventana con OpenGL: {0}", SDL_GetError());
return -1;
}
//Creamos el Renderer de SDL.
main_Renderer = SDL_CreateRenderer(_window, -1, SDL_RENDERER_ACCELERATED);
if (main_Renderer == NULL)
{
UE_LOG_CRITICAL("No se ha podido crear el Renderer de SDL: {0}", SDL_GetError());
UE_LOG_CRITICAL("Renderer - SDL_Renderer: No se ha podido crear el Renderer de SDL: {0}", SDL_GetError());
return -2;
}
SDL_SetRenderDrawColor(main_Renderer, 0xFF, 0xFF, 0xFF, 0xFF);
#pragma region ImGui.
//Inicializamos Dear ImGui con el SDL_Renderer.
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io; //Evita que de un Warning por variable no usada.
(void)io; //Evita que de un Warning por variable no usada. Este C++ es demasiado avanzado.
ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(_window);
ImGui_ImplSDL2_InitForSDLRenderer(_window, main_Renderer);
ImGui_ImplSDLRenderer_Init(main_Renderer);
#pragma endregion
//Init layers.
for (int i = 0; i < LAYER_AMOUNT; i++)
//Init layers for World Rendering.
for (int i = 0; i <= LAYER_AMOUNT; i++)
{
renderLayers.push_back(std::vector<DrawCall>());
worldLayers.push_back(std::vector<Drawable*>());
}
}
void Renderer::CleanRenderer()
{
renderQueue.empty();
//Limpiamos ImGui
ImGui_ImplSDLRenderer_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
//Limpiamos SDL.
SDL_DestroyRenderer(main_Renderer);
SDL_DestroyWindow(_window);
}
//NOTA No sé para qué sirve el método RenderFrame(), es privado. ¿Eliminar método?
void Renderer::RenderFrame()
{
NewFrame();
@@ -99,58 +89,66 @@ namespace UE
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
//Quizás deberíamos limpiar la cola y las Layers aquí para eliminar residuos...
//callCounter = 0;
//rendererCounter = 0;
//Comprobamos que la cámara sigue existiendo.
if (activeCam == nullptr)
{
//Si no existe la cámara activa, utilizamos la por defecto.
ResetCamera();
}
//Actualizamos el rect de la cámara.
activeCamRect = activeCam->GetTransformRect();
}
void Renderer::RenderData()
{
//Add items to their layer.
for (int i = 0; i < renderQueue.size(); i++)
{
DrawCall item = renderQueue.at(i);
//Add item i to layer number i.layer.
if (item.layer > LAYER_AMOUNT)
//REWORK Probablemente sea más bonito separar en métodos el World Render del UI Render.
//Iterate world layers.
for (int j = 0; j < worldLayers.size(); j++)
{
UE_LOG_ERROR("Error rendering data: Can't render item to Layer {0} -> out of range\n", item.layer);
return;
}
renderLayers.at(item.layer).push_back(item);
//Extract layer j.
std::vector<Drawable*>& layer = worldLayers.at(j);
}
renderQueue.clear();
//Iterate layers.
for (int j = 0; j < renderLayers.size(); j++)
{
std::vector<DrawCall>& layer = renderLayers.at(j);
//Render items from layer j.
for (int k = 0; k < layer.size(); k++)
{
DrawCall item = layer.at(k);
if (item.fullTexture)
{
SDL_RenderCopy(main_Renderer, item.tx, NULL, &item.pos_rect);
continue;
}
SDL_RenderCopy(main_Renderer, item.tx, &item.tx_rect, &item.pos_rect);
//Extract Drawable k
Drawable* item = layer.at(k);
item->Draw(this);
/*// FIX: Cuando la tx sea nullptr o salte except. -> Log y usar default tx.
// En definitiva, añadir seguridad aquí, se puede usar la tx default.
SDL_Texture* tx = item->_tx->GetTexture();
//Los están en WorldCoords. Convertimos la posición a ScreenCoords.
// NOTA: Se deberá transformar todo el Rect en función de la cam, no sólo la pos.
glm::ivec2 screenCoords = activeCam->WorldToSreenCoords(item->_pos);
SDL_Rect screenRect = { screenCoords.x, screenCoords.y, item->_size.x, item->_size.y };
//Le pasamos todo al SDL_Renderer.
SDL_RenderCopy(main_Renderer, item->_tx->GetTexture(), &(item->_txRect), &screenRect);*/
}
layer.clear();
}
}
//Renderizado de ImGui.
//TODO: Mover a otro método para cambiar el nombre a RenderDrawables.
ImGui::Render();
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
}
void Renderer::EndFrame()
{
//SDL_UpdateWindowSurface(window);
//SDL_RenderPresent(main_Renderer);
//SDL_RenderClear(main_Renderer);
ImGui::Render();
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(main_Renderer);
@@ -158,7 +156,58 @@ namespace UE
}
void Renderer::Render(Drawable& drawable)
{
int layer = drawable.GetLayer();
//Check Layer.
if (layer > LAYER_AMOUNT)
{
UE_LOG_ERROR("Can't add DrawCall to Layer {0} -> out of range\n", layer);
return;
}
if (!drawable.IsVisible())
{
return;
}
// FIX Comprobamos si el objeto es visible.
// if(!IsObjectVisible(&drawCall.pos_rect))
// {
// //Si no es visible, no lo renderizaríamos.
// return;
// }
//SDL_Texture* tx = drawable._tx->GetTexture();
//Add Item to Layer for being rendered.
worldLayers.at(layer).push_back(&drawable);
}
void Renderer::DrawTextureOnWorld(UE::Texture* tx, int txRectID, SDL_Rect worldRect)
{
//TODO: Añadir seguridad.
//Si el objeto no es visible, no lo renderizamos.
if (!IsObjectVisible(&worldRect))
{
return;
}
//Convertir WorldPos to ScreenPos.
// FIX: Usar Floats en vez de ints.
SDL_Rect screenRect = activeCam->WorldToScreenRect(worldRect);
SDL_RenderCopy(main_Renderer, tx->GetTexture(), &tx->GetTextureRect(txRectID), &screenRect);
}
void Renderer::DrawTextureOnScreen(UE::Texture* tx, int txRectID, SDL_Rect screenRect)
{
SDL_RenderCopy(main_Renderer, tx->GetTexture(), &tx->GetTextureRect(txRectID), &screenRect);
}
void Renderer::SetScreenSize(int newWidth, int newHeight)
@@ -168,102 +217,29 @@ namespace UE
SDL_SetWindowSize(_window, newWidth, newHeight);
glViewport(0, 0, newWidth, newHeight);
defaultCam.SetSize(newWidth, newHeight);
UE_LOG_TRACE("Screen size chaged to: {0}x{1}", newWidth, newHeight);
}
void Renderer::SetCamPosition(int posX, int posY)
void Renderer::SetDrawingColor(SDL_Color& newColor)
{
camPosition.x = posX;
camPosition.y = posY;
//UE_LOG_TRACE("Cam position chaged to: {0}x{1}", posX, posY);
SDL_SetRenderDrawColor(main_Renderer, newColor.r, newColor.g, newColor.b, newColor.a);
}
glm::ivec2 Renderer::WorldToSreenCoords(glm::ivec2 worldCoord)
{
//Convertimos las coordenas de WorldCoords a ScreenCoords relativas a la camPosition.
glm::ivec2 fPos = worldCoord - camPosition;
return fPos;
}
glm::ivec2 Renderer::ScreenToWorldCoords(glm::ivec2 screenCoord)
{
//Convertimos las coordenas de ScreenCoords a WorldCoords relativas a la camPosition.
glm::ivec2 fPos = screenCoord + camPosition;
return fPos;
}
//CREO QUE ESTE MÉTODO NO FUNCIONA.
//LAS COORDS QUE USAMOS EN LA COMPROBACIÓN NO SON LAS ADECUADAS.
bool Renderer::IsObjectVisible(SDL_Rect* objectRect)
{
//Generamos un rect que representa la pantalla.
SDL_Rect screen{ camPosition.x, camPosition.y, screenSize.x, screenSize.y };
//Comprobamos si hay intersección entre ambos.
if (!SDL_HasIntersection(&screen, objectRect))
{
//UE_LOG_TRACE("Se omite el renderizado de un objeto al estar fuera de la cámara.");
return false;
}
return true;
return SDL_HasIntersection(objectRect, &activeCamRect);
}
//¿Deberíamos operar la posición para que tenga en cuenta la cámara?
//�Deber�amos operar la posici�n para que tenga en cuenta la c�mara?
void Renderer::DrawObject(SDL_Rect* position, SDL_Rect* texture_pos, SDL_Texture* texture)
{
SDL_RenderCopy(main_Renderer, texture, texture_pos, position);
}
void Renderer::QueueDrawCall(DrawCall drawCall)
{
//callCounter++;
//Add item i to layer number i.layer.
if (drawCall.layer > LAYER_AMOUNT)
{
UE_LOG_ERROR("Can't add DrawCall to Layer {0} -> out of range\n", drawCall.layer);
return;
}
//Comprobamos si el objeto es visible.
//
//Generamos un rect que representa la pantalla.
SDL_Rect screen{ 0, 0, screenSize.x, screenSize.y };
//Comprobamos si hay intersección entre ambos.
if (!SDL_HasIntersection(&screen, &drawCall.pos_rect))
{
//UE_LOG_TRACE("Se omite el renderizado de un objeto al estar fuera de la cámara.");
return;
}
renderLayers.at(drawCall.layer).push_back(drawCall);
//rendererCounter++;
//renderQueue.push_back(drawCall);
}
void Renderer::QueueDrawCall(int layer, SDL_Rect& position, SDL_Texture* texture, SDL_Rect& texture_position)
{
DrawCall dc = DrawCall(layer, position, texture, texture_position);
QueueDrawCall(dc);
}
void Renderer::QueueDrawCall(int layer, SDL_Rect & position, SDL_Texture* texture)
{
//std::cout << "Drawable added to queue";
DrawCall dc = DrawCall(layer, position, texture);
QueueDrawCall(dc);
}
void Renderer::Render(Drawable& drawable)
{
drawable.Draw(this);
}
}
+117 -76
View File
@@ -5,23 +5,20 @@
#include <stdio.h>
#include <SDL.h>
#include <glm\vec2.hpp>
#include <glm/vec2.hpp>
#include "Drawable.h"
#include "Drawables/Drawable.h"
#include "Camera.h"
//
// TODO:
// - Optimizar RenderDraw moviendo la ordenación por capas a Queue, quitando renderQueue.
// - Limpiar las funciones moviendo código a otras funciones.
// - ¿Podría moverse todo a static? De esta forma, ya no harían falta instancias.
// TODO Renderer:
// - Limpiar las funciones moviendo c�digo a otras funciones.
// - �Podr�a moverse todo a static? De esta forma, ya no har�an falta instancias.
//
namespace UE
{
struct DrawCall;
class Renderer
{
@@ -35,100 +32,177 @@ namespace UE
{
screenSize.x = windowWidth;
screenSize.y = windowHeight;
activeCam = &defaultCam;
//UE_LOG_INFO("Game Renderer Created.");
}
////////////////////////////////////////////////////////
/* Inicializa los componentes necesarios:
- Inicializa SDL
- Crea la ventana.
- Crea el renderer.
- ...
- Inicia ImGUI.
- Genera las layers.
*/
int InitRenderer();
/* Limpia todo antes de salir. */
/* Limpia todo antes de salir.
* - Apaga ImGui.
* - Destruye el renderer.
* - Destruye la ventana.
*/
void CleanRenderer();
////////////////////////////////////////////////////////
//Hace el SDL_RenderClear() para limpiar el buffer al principio de un nuevo frame.
/*
* Hace el SDL_RenderClear() para limpiar el buffer al principio de un nuevo frame.
*/
void NewFrame();
//Ordena por layer todos los objetos de la renderQueue y los dibuja en orden.
//Se puede mover el proceso de ordenado a otra función, con el objeto de ir vaciando la Queue.
/*
* Realiza el renderizado de los objetos.
* - Renderiza las layers.
* - Renderiza la UI.
* - Renderiza ImGui.
*/
void RenderData();
//Hace el swap del render buffer (tras dibujar todos los objetos). Termina el renderizado.
/*
* Hace el swap del render buffer (tras dibujar todos los objetos).
* Termina el renderizado.
*/
void EndFrame();
//Añade un DrawCall al renderQueue.
void QueueDrawCall(DrawCall drawCall);
void QueueDrawCall(int layer, SDL_Rect& position, SDL_Texture* texture, SDL_Rect& texture_position);
void QueueDrawCall(int layer, SDL_Rect & position, SDL_Texture* texture);
////////////////////////////////////////////////////////
//Le pasamos este renderer al Drawable para que haga lo que quiera.
//Como si quiere usar el SDL_Renderer, es libre.
/*
* Rendiriza el Objeto indicado.
* El proceso consta de dos partes:
* - 1º: El objeto hará las modificaciones necesarias a sus datos.
* - 2º: El Renderer extraerá los datos de Drawable y lo renderizará.
*/
void Render(Drawable& drawable);
/* Get SDL Renderer. */
SDL_Renderer* GetSDLRenderer() { return main_Renderer; }
/*
* Renderizar una textura dado su rect en WorldCoords.
* Se ha de utilizar en las implementaciones del método Draw de la clase Drawable.
*/
void DrawTextureOnWorld(UE::Texture* tx, int txRectID, SDL_Rect worldRect);
void DrawTextureOnScreen(UE::Texture* tx, int txRectID, SDL_Rect screenRect);
///////////////////////////////////////////////////////
/* Get SDL Renderer. */
inline SDL_Renderer* GetSDLRenderer() { return main_Renderer; }
/*
* Get windows/screen size.
*/
inline glm::ivec2 GetScreenSize() { return screenSize; }
/*
* Permite cambiar el tamaño de la ventana.
* REWORK: Hay que mirar los métodos de SDL y aprender cómo funcionan las ventanas.
* Quizás, incluso, abstraer la ventana a su propia clase para facilitar Fullscreen y esas cosas.
*/
void SetScreenSize(int newWidth, int newHeight);
inline glm::ivec2 GetCamPosition() { return camPosition; }
void SetCamPosition(int posX, int posY);
/* Métodos para transformar las coordenadas entre Screen y Wolrd. */
//WorldCoords = ScreenPos + CamPos -> ScreenPos = WorldCoords - CamPos;
//Convierte coordenadas de mundo a la pantalla (en función de la cámara).
glm::ivec2 WorldToSreenCoords(glm::ivec2 worldCoord);
//Convierte coordenadas de la pantalla al mundo.
glm::ivec2 ScreenToWorldCoords(glm::ivec2 screenCoord);
//Comprueba si un objeto está dentro del rectángulo de la cámara.
//Usada para saber si un objeto se debería de renderizar o no.
/*
* Cambiar el color del fondo.
*/
void SetDrawingColor(SDL_Color& newColor);
/*
* Set the active cámera.
*/
inline void SetCamera(Camera* newCam) { activeCam = newCam; }
/*
* Get a ptr to the active camera.
*/
inline Camera* GetCamera() { return activeCam; }
/*
* Cambia la cámara activa a la cámara por defecto.
* Utilizado el eliminar una cámara o cuando la activeCam ya no existe.
*/
inline void ResetCamera() { activeCam = &defaultCam; }
////////////////////////////////////////////////////////
/*
* Check if an object is currently visible on Screen.
*/
bool IsObjectVisible(SDL_Rect* objectRect);
////////////////////////////////////////////////////////
//DEBUG
//Función para renderizar un objeto un objeto en concreto directamente en el SDL_Renderer.
//Funci�n para renderizar un objeto un objeto en concreto directamente en el SDL_Renderer.
void DrawObject(SDL_Rect* position, SDL_Rect* texture_pos, SDL_Texture* texture);
private:
//Realizar RenderClear(), RenderDraw() y RenderUpdate();
//Es decir, todo lo necesario para renderizar un frame.
//NOTA RenderFrame() es privado, por lo que no puede ser usado. En el renderer, tampoco se usa.
void RenderFrame();
private:
/* Objetos de SDL para el rendering. */
SDL_Window* _window = nullptr;
SDL_Surface* screenSurface = nullptr;
SDL_Renderer* main_Renderer = nullptr;
//SDL_GLContext _glContext = nullptr;
//Almacena todas las "draw calls" para luego ordenar los objetos por layers y dibujarlos.
//Se podría sustituir por un std::queue o std::deque si fuera necesario.
std::vector<DrawCall> renderQueue;
////////////////////////////////////////////////////////
//Las capas en las que se organizan los diferentes objetos.
//Permite dibujar unos sprites sobre otros.
const int LAYER_AMOUNT = 10;
std::vector<std::vector<DrawCall>> renderLayers;
std::vector<std::vector<Drawable*>> worldLayers;
//int screenWidth = 640;
//int screenHeight = 480;
////////////////////////////////////////////////////////
glm::ivec2 screenSize{ 640,480 };
glm::ivec2 camPosition{ 0,0 };
////////////////////////////////////////////////////////
//glm::ivec2 camPosition{ 0,0 };
Camera* activeCam;
Camera defaultCam = Camera(0, 0, screenSize.x, screenSize.y);
SDL_Rect activeCamRect{ 0, 0, screenSize.x, screenSize.y };
//DEBUG
@@ -137,37 +211,4 @@ namespace UE
};
/*
Contiene los valores necesarios para realizar el renderizado con SDL_RenderCopy();
Se almacena en la renderQueue y luego son ordenados por las renderLayers.
*/
struct DrawCall
{
DrawCall(int layer,
SDL_Rect position,
SDL_Texture* texture,
SDL_Rect texture_position)
: layer(layer), tx(texture), tx_rect(texture_position), pos_rect(position)
{}
DrawCall(int layer,
SDL_Rect position,
SDL_Texture* texture)
: layer(layer), tx(texture), pos_rect(position)
{
tx_rect = SDL_Rect();
fullTexture = true;
}
int layer;
bool fullTexture = false;
SDL_Texture* tx;
SDL_Rect tx_rect;
SDL_Rect pos_rect;
};
}
-47
View File
@@ -1,47 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include <glm\vec2.hpp>
namespace UE
{
/*
Clase que contiene lo necesario para crear un objeto con posición en el espacio y modificarlo.
*/
class Transformable
{
public:
//-----------
//- Setters -
//-----------
//Modifica la posición del Objeto.
inline void SetPosition(float x, float y) { _pos = glm::vec<2, float>(x, y); }
inline void SetPosition(glm::vec<2, float> newPosition) { _pos = newPosition; }
//Modifica la escala de Objeto.
inline void SetSize(float x, float y) { _size = glm::vec<2, float>(x, y); }
inline void SetSize(glm::vec<2, float> newSize) { _size = newSize; }
//-----------
//- Getters -
//-----------
inline glm::vec2 GetPosition() { return _pos; }
inline glm::vec2 GetSize() { return _size; }
protected:
//Se almacena la posición y el tamaño del objeto. Con esto se puede crear un SDL_Rect.
glm::vec<2, float> _pos;
glm::vec<2, float> _size;
};
}
+5 -3
View File
@@ -1,5 +1,7 @@
#include "Scene.h"
#include "Logging/Logger.h"
#include <iostream>
namespace UE
@@ -7,13 +9,13 @@ namespace UE
void Scene::SceneInit()
{
//id = currentID++;
std::cout << "Scene has been init!" << std::endl;
UE_LOG_TRACE("Scene {0} has been init!", _sceneName);
}
void Scene::SceneClean()
{
std::cout << "Scene has been cleaned!" << std::endl;
UE_LOG_TRACE("Scene {0} has been Cleaned!", _sceneName);
if (loaded)
{
SceneUnload();
+50 -22
View File
@@ -3,20 +3,16 @@
#include <string>
#include <iostream>
///
/// TODO:
/// - Scene debería ser serializable y cargable desde archivos, al menos para las clases derivadas. ( o quizás no....)
///
///
union SDL_Event;
namespace UE
{
/*
Estructura básica de una escena. Almacena los datos mínimos.
Se utilizará como clase base para las clases Scene específicas.
Esta clase será heredada por las escenas del usuario.
Estructura básica de una escena.
Se utiliza como clase base para las clases Scene específicas del Game.
Esta clase será heredada por las escenas del usuario.
*/
class Scene
{
@@ -24,35 +20,67 @@ namespace UE
Scene(std::string name)
: _sceneName(name)
{}
{
SceneInit();
}
/* Funciones "internas" de la clase para inicialización y cierre. */
~Scene()
{
SceneClean();
}
/* Funciones "internas" de la clase para inicialización y cierre. */
void SceneInit(); //Te calienta y prepara la casa al llegar.
void SceneClean(); //Te deja todo limpio y reluciente al salir.
/*
Métodos de los estados de la escena.
Habrán de ser sobrecargardos por las escenas del usuario.
*/
/* Funciones que habrán de sobrecargar las escenas del usuario. */
virtual void SceneLoad() { std::cout << "EMPTY SCENE CREATED" << std::endl; }
virtual void SceneRender() {}
virtual void SceneUpdate() {}
virtual void SceneHandleEvents(SDL_Event* event) {}
virtual void SceneUnload() { std::cout << "EMPTY SCENE DESCARGADA" << std::endl; }
//Se crean todos los objetos y se carga todo lo necesario para la escena.
virtual void SceneLoad() = 0;
// ¿Esto sirve para algo?
//void loadDataFromFile(std::string path);
/*
* Render de los objetos de la escena.
* Se ejecuta en cada frame.
*/
virtual void SceneRender() = 0;
/*
* Update para los objetos de la escena.
* Utilizado para las físicas y otros componentes similares.
* Se ejecuta en cada frame.
*/
virtual void SceneUpdate() = 0;
/*
* Gestor de eventos para la escena.
* Utilizado para capturar los eventos que necesita la escena.
*/
virtual void SceneHandleEvents(SDL_Event* event) = 0;
/*
* Descarga y limpia todos los elementos de la escena.
* Utilizado también para guardado o lo que sea conveniente.
*/
virtual void SceneUnload() = 0;
//Obtener el nombre de la escena.
inline std::string GetName() { return _sceneName; }
/*
* Permite comprobar si la escena está cargada o no.
* TODO: Útil si queremos hacer carga asincrona o similar. Al menos para assets o algo.
*/
inline bool IsLoaded() { return loaded; }
protected:
//Almacena el ID actual, permitiendo generar un ID nuevo para cada Scene que se instancie.
//static uint16_t currentID;
std::string _sceneName;
//std::vector<Entity> _entidades;
//Nombre de la escena. Para identificarla en el SceneManager.
std::string _sceneName = "NullScene";
bool loaded = false;
-18
View File
@@ -1,18 +0,0 @@
#pragma once
namespace UE
{
class Scene;
/*
Será sobrecargado por el juego, de tal forma que cuando se le pida crear una escena, sepa qué objeto crear.
*/
class SceneBuilder
{
public:
virtual inline Scene* InstanciateScene(int sceneID) { return nullptr; }
};
}
+102 -60
View File
@@ -1,95 +1,137 @@
#include "SceneManager.h"
#include "Scene.h"
#include "SceneBuilder.h"
#include "Logging\Logger.h"
#include "Logging/Logger.h"
#include <iostream>
namespace UE
{
void SceneManager::InitSceneManager(SceneBuilder* sceneBuilder)
void SceneManager::InitSceneManager()
{
_sceneBuilder = sceneBuilder;
UE_LOG_INFO("Se ha inicializado el SceneManager.");
}
void SceneManager::CleanSceneManager()
{
for (auto& it : _loadedScenes)
{
Scene* sc = it.second;
sc->SceneClean();
delete sc;
}
_loadedScenes.clear();
if (_currentScene != nullptr)
{
_currentScene = nullptr;
}
UE_LOG_INFO("El ScenenManager se ha descargado correctamente.");
}
void SceneManager::LoadScene(Scene* sceneToLoad)
{
std::string name = sceneToLoad->GetName();
//Comprobamos si la escena ya está cargada en la lista.
if(IsSceneLoaded(name))
{
//Si lo está, la descargamos para volverla a cargar.
//En caso de no estar activa, claro está.
UnloadScene(name);
}
//Cargamos la escena en cuestión.
sceneToLoad->SceneLoad();
//Añadimos la escena a la lista de escenas cargadas.
_loadedScenes.insert(std::make_pair(name, sceneToLoad));
}
void SceneManager::LoadAndSwitchScene(Scene* sceneToLoad)
{
LoadScene(sceneToLoad);
SwitchScene(sceneToLoad->GetName());
}
void SceneManager::SwitchScene(std::string name)
{
//Comprobamos si existe la escena indicada.
if(!IsSceneLoaded(name))
{
UE_LOG_WARN("SceneManager: Scene {0}, No se puede cambiar de escena. No está cargada.", name);
return;
}
//Cambiamos la escena actual por la indicada.
_currentScene = _loadedScenes.at(name);
}
void SceneManager::SwitchAndUnloadScene(std::string name)
{
//Comprobamos si existe la escena indicada.
if(!IsSceneLoaded(name))
{
UE_LOG_WARN("SceneManager: Scene {0}, No se puede cambiar de escena. No está cargada.", name);
return;
}
//Descargamos la escena anterior en caso de haberla.
if(_currentScene != nullptr && IsSceneLoaded(_currentScene->GetName()))
{
_currentScene->SceneUnload();
delete _currentScene;
}
//for (auto& it : _scenes)
//{
// Scene* sc = it.second;
// sc->SceneClean();
// delete sc;
//}
//_scenes.clear();
//Cambiamos la escena activa por la nueva.
_currentScene = _loadedScenes.at(name);
}
void SceneManager::UnloadScene(std::string name)
{
//Comprobamos si existe la escena indicada.
if(!IsSceneLoaded(name))
{
UE_LOG_WARN("SceneManager: Scene {0}, no se puede descargar. No está cargada.", name);
return;
}
//Comprobamos si se trata de la escena actual.
if(GetCurrentSceneName() == name)
{
//No hacemos nada, no se puede recargar la escena actual así como así.
UE_LOG_WARN("SceneManager: Scene {0}, no se puede descargar. Es la escena actual.", name);
return;
}
//void SceneManager::AddScene(Scene* sceneToAdd)
//{
// _scenes.insert(std::make_pair(sceneToAdd->GetName(), sceneToAdd));
// sceneToAdd->SceneInit();
// UE_LOG_INFO("Se ha añadido la escena {0} al SceneManager.", sceneToAdd->GetName());
//}
//Si todo está correcto.
//Si tenemos campo libre, pista libre, punto rojo.
//Descargamos.
_loadedScenes.at(name)->SceneUnload();
_loadedScenes.erase(name);
}
//Scene* SceneManager::GetScenePtr(std::string sceneName)
//{
// if (_scenes.find(sceneName) == _scenes.end())
// {
// UE_LOG_ERROR("No se ha encontrado la escena indicada.");
// return nullptr;
// }
// return _scenes.at(sceneName);
//}
bool SceneManager::IsSceneLoaded(std::string name)
{
//Comprobamos si existe la escena indicada.
if(_loadedScenes.find(name) != _loadedScenes.end())
{
//Si la encontramos, existe.
return true;
}
return false;
}
std::string SceneManager::GetActiveSceneName()
std::string SceneManager::GetCurrentSceneName()
{
return _currentScene->GetName();
}
//void SceneManager::LoadScene(std::string sceneName)
//{
// if (_currentScene != nullptr)
// {
// _currentScene->SceneUnload();
// delete _currentScene;
// }
// _currentScene = _scenes.at(sceneName);
// _currentScene->SceneLoad();
//}
void SceneManager::NewLoadScene(int sceneID)
Scene* SceneManager::GetCurrentScenePtr()
{
if (_currentScene != nullptr)
{
_currentScene->SceneUnload();
delete _currentScene;
}
_currentScene = _sceneBuilder->InstanciateScene(sceneID);
_currentScene->SceneLoad();
return _currentScene;
}
void SceneManager::UpdateScene()
+81 -37
View File
@@ -1,71 +1,115 @@
#pragma once
#include "Scene/Scene.h"
#include <string>
#include <vector>
#include <unordered_map>
//
// Habría que implemetar un sistema para cambiar de escena.
// La cuestión sería almecenar el ID actual o algo así.
// Las escenas que no están cargadas se pueden mantener construidas en el vector, pues el espacio que ocupan en memoria debería ser mínimo.
// Cuando cargas una escena, se descarga la anterior mediante Scene.unload y se carga la nueva con Scene.Load. De esta forma,
// si cada escena gestiona bien sus recursos en la carga y descarga, no debería generar ningún problema y no ocupar espacio cuando esté descargada.
// Quizás se puede añadir una opción para mantener cargada una escena o algo.
//
// Quizás es innecesaria la ID interna de la escena....
//
// TODO:
// - Se podría plantear un sistema de carga asincrona para las escenas.
// - Añadir un método para recargar la escena actual. La descarga entera y la vuelve a cargar.
// - La variable "loaded" de las escenas no tiene mucha utilidad en este momento.
// ERROR SceneLoader: No se hace bien la carga y descarga de escenas. No parece estar limpiándose la memoria.
// Parece que no funciona lo de no recargar la escena en la que estás.
namespace UE
{
class Scene;
class SceneBuilder;
/* Gestiona todas escenas. Las carga, descargar y ejecuta. */
class SceneManager
{
public:
/* Constructor */
SceneManager() {}
void InitSceneManager(SceneBuilder* sceneBuilder);
/* Constructor */
SceneManager()
{
InitSceneManager();
}
~SceneManager()
{
CleanSceneManager();
}
//Inicializa el ScenenManager (En caso de haber algo que iniciar.)
void InitSceneManager();
//Limpia los contenedores de Scenes y descarga las escenas cargadas.
void CleanSceneManager();
//Añade una escena a la lista y retorna su ID. Son Ptrs, por lo que poco importa donde los almacenamos.
//void AddScene(Scene* sceneToAdd);
/*
* Carga una nueva escena.
* Se almacena en la lista de escenas cargadas.
* Para cambiar de escena, usar SwitchScene();
* Si la escena ya estuvise cargada, se descargará la anterior y se cargará la nueva, siempre que no sea la activa.
*/
void LoadScene(Scene* sceneToLoad);
//Devuelve un ptr a la escena del ID especificado.
//Scene* GetScenePtr(std::string sceneName);
std::string GetActiveSceneName();
/*
* Cambia la escena activa por la indicada.
* Si la indicada no está cargada, no hace nada.
*/
void SwitchScene(std::string name);
//Devuelve la escena activa.
inline Scene* GetActiveScenePtr() { return _currentScene; }
/*
* Carga la escena indicada.
* Cambia la escena actual por la nueva escena.
*/
void LoadAndSwitchScene(Scene* sceneToLoad);
//Descarga la escena activa y carga la escena indicada.
//void LoadScene(std::string sceneName);
/*
* Cambia la escena activa por la indicada.
* Descarga completamente la escena activa anterior.
* Si la escena indicada no está cargarda, no hace nada.
* Si no hay una escena activa, no la descarga.
*/
void SwitchAndUnloadScene(std::string name);
//Descarga la escena activa y carga la escena indicada. Para ello llama al builder que tiene y este le devuelve un ptr a la nueva escena.
void NewLoadScene(int sceneID);
//Pasa el Update a la escena actual.
//¿Necesita hacer algo más?
/*
* Descarga la escena con el nombre indicado.
* Si la escena no está en la lista, no hace nada.
*/
void UnloadScene(std::string name);
/*
* Comprueba si la escena indicada está en la lista de escenas cargadas.
* Retorna true si está cargada, false si no.
*/
bool IsSceneLoaded(std::string name);
/*
* Devuelve el nombre de la escena activa.
*/
std::string GetCurrentSceneName();
/*
* Devuelve el ptr de la escena activa.
*/
Scene* GetCurrentScenePtr();
/*
* Update para la escena activa.
* Se ha de llamar en cada frame para pasar el update a la escena activa.
* TODO: No se usa... O añadimos para las otras fases o quitamos esta.
*/
void UpdateScene();
// ¿Esto sirve para algo?
//void LoadSceneDataFromFile(std::string filePath);
private:
//Ptr a la escena que está activa en ese momento.
Scene* _currentScene = nullptr;
SceneBuilder* _sceneBuilder = nullptr;
//Almacenamos un ptr a las diferentes escenas disponibles.
//Otra opción es trabajar con Templates para instanciar la clase pretinente sin necesidad de almacenar nada.
//De cualquier forma, son ptr en el Stack y deberían de eliminar todo al hacer scene.Unload().
//std::unordered_map<std::string, Scene*> _scenes;
//std::vector<Scene*> _scenes;
//Almacenamos un ptr a todas las escenas cargadas en ese momento.
//o, al menos, lo intentamos.
std::unordered_map<std::string, Scene*> _loadedScenes;
};
+3 -3
View File
@@ -24,17 +24,17 @@ void UE::Time::EndFrame()
//std::cout << "FPS: " << avgFPS << " / " << "dT: " << deltaTime << std::endl;
//Limitamos los FPS haciendo esperar al programa el tiempo extra que quede.
//En vez de sólo esperar, se podrían hacer tareas como cargar Assets o realizar cálculos pesados.
//En vez de s�lo esperar, se podr�an hacer tareas como cargar Assets o realizar c�lculos pesados.
if (frameTime < MS_PER_FRAME)
{
SDL_Delay(MS_PER_FRAME - frameTime);
}
//Calculamos el deltaTime, que sí será el tiempo real que ha pasado, pues hemos esperado.
//Calculamos el deltaTime, que s� ser� el tiempo real que ha pasado, pues hemos esperado.
frameTime = SDL_GetTicks() - _startTime;
//Convertimos deltaTime a segundos pues es lo usado en los cálculos.
//Convertimos deltaTime a segundos pues es lo usado en los c�lculos.
deltaTime = frameTime / 1000.0f;
+2 -2
View File
@@ -15,7 +15,7 @@ namespace UE
public:
//-------------------
//---- Métodos ------
//---- Métodos ------
//-------------------
static void StartFrame();
@@ -36,7 +36,7 @@ namespace UE
static const int FPS = 60;
//Milisegundos que tiene que tener un frame para poder hacer el número de FPS por segundo.
//Milisegundos que tiene que tener un frame para poder hacer el número de FPS por segundo.
static const int MS_PER_FRAME = 1000 / FPS;
};
+8 -6
View File
@@ -1,12 +1,14 @@
#pragma once
#include "Logging\Logger.h"
#include "Logging/Logger.h"
#include "Render\Renderer.h"
#include "Drawables\Sprite.h"
#include "Render/Renderer.h"
#include "Render/Camera.h"
#include "Assets\AssetManager.h"
#include "Drawables/Sprite.h"
#include "Scene\SceneManager.h"
#include "Assets/AssetManager.h"
#include "Time\Time.h"
#include "Scene/SceneManager.h"
#include "Time/Time.h"
+7
View File
@@ -0,0 +1,7 @@
/*
Aquí habrá que definir los tipos custom para UberEngine.
Por ejemplo:
- glm::ivec2 -> UE_Vec2
*/
+1 -1
View File
@@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2021 Omar Cornut
Copyright (c) 2014-2022 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+11 -9
View File
@@ -28,12 +28,13 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
@@ -61,12 +62,13 @@
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
@@ -81,11 +83,11 @@
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
+1471 -654
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+318 -169
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.88
// (headers)
// Help:
@@ -11,7 +11,7 @@
// - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
@@ -35,6 +35,7 @@ Index of this file:
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
@@ -63,8 +64,8 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.86"
#define IMGUI_VERSION_NUM 18600
#define IMGUI_VERSION "1.88"
#define IMGUI_VERSION_NUM 18800
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
@@ -85,11 +86,7 @@ Index of this file:
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
#endif
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
@@ -104,7 +101,7 @@ Index of this file:
#endif
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
@@ -151,9 +148,11 @@ struct ImColor; // Helper functions to create a color that c
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
@@ -165,13 +164,13 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
@@ -190,7 +189,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
@@ -225,17 +224,8 @@ typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
#else
typedef signed long long ImS64; // 64-bit signed integer (post C++11)
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
#endif
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
@@ -259,8 +249,8 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
@@ -272,8 +262,8 @@ struct ImVec2
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; }
constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
#ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
#endif
@@ -307,6 +297,7 @@ namespace ImGui
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
@@ -524,7 +515,8 @@ namespace ImGui
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
@@ -592,7 +584,7 @@ namespace ImGui
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
@@ -690,6 +682,7 @@ namespace ImGui
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
@@ -699,7 +692,7 @@ namespace ImGui
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
@@ -711,13 +704,11 @@ namespace ImGui
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Tables
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code.
// - See top of imgui_tables.cpp for general commentary.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable().
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
@@ -754,16 +745,13 @@ namespace ImGui
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
// Tables: Sorting
// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
// wastefully sort your data every frame!
// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
// Tables: Miscellaneous functions
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
@@ -807,7 +795,7 @@ namespace ImGui
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
@@ -858,13 +846,15 @@ namespace ImGui
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
@@ -882,14 +872,17 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
// Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support)
// - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[].
// With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward)
// - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices
// - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined)
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
@@ -902,7 +895,7 @@ namespace ImGui
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
@@ -910,7 +903,7 @@ namespace ImGui
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
@@ -927,7 +920,7 @@ namespace ImGui
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities
// - This is used by the IMGUI_CHECKVERSION() macro.
IMGUI_API void DebugTextEncoding(const char* text);
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
@@ -980,9 +973,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
// [Obsolete]
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
// Flags for ImGui::InputText()
@@ -1117,8 +1108,7 @@ enum ImGuiTabItemFlags_
};
// Flags for ImGui::BeginTable()
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
@@ -1126,8 +1116,8 @@ enum ImGuiTabItemFlags_
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
@@ -1241,7 +1231,7 @@ enum ImGuiTableColumnFlags_
enum ImGuiTableRowFlags_
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width)
};
// Enum for ImGui::TableSetBgColor()
@@ -1289,6 +1279,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse.
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
};
@@ -1350,10 +1341,13 @@ enum ImGuiSortDirection_
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
// Keys value >= 512 are named keys (>= 1.87)
enum ImGuiKey_
{
ImGuiKey_Tab,
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
@@ -1368,72 +1362,154 @@ enum ImGuiKey_
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_KeyPadEnter,
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
ImGuiKey_Apostrophe, // '
ImGuiKey_Comma, // ,
ImGuiKey_Minus, // -
ImGuiKey_Period, // .
ImGuiKey_Slash, // /
ImGuiKey_Semicolon, // ;
ImGuiKey_Equal, // =
ImGuiKey_LeftBracket, // [
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
ImGuiKey_RightBracket, // ]
ImGuiKey_GraveAccent, // `
ImGuiKey_CapsLock,
ImGuiKey_ScrollLock,
ImGuiKey_NumLock,
ImGuiKey_PrintScreen,
ImGuiKey_Pause,
ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
ImGuiKey_KeypadDecimal,
ImGuiKey_KeypadDivide,
ImGuiKey_KeypadMultiply,
ImGuiKey_KeypadSubtract,
ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // --
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // --
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel
ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp
ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown
ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft
ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast
ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp
ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown
ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft
ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,
// End of list
ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0 // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
#endif
};
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
enum ImGuiKeyModFlags_
// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.
enum ImGuiModFlags_
{
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3
ImGuiModFlags_None = 0,
ImGuiModFlags_Ctrl = 1 << 0,
ImGuiModFlags_Shift = 1 << 1,
ImGuiModFlags_Alt = 1 << 2, // Menu
ImGuiModFlags_Super = 1 << 3 // Cmd/Super/Windows key
};
// Gamepad/Keyboard navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Since >= 1.87 backends you generally don't need to care about this enum since io.NavInputs[] is setup automatically. This might become private/internal some day.
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
enum ImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_DpadRight, //
ImGuiNavInput_DpadUp, //
ImGuiNavInput_DpadDown, //
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight, //
ImGuiNavInput_LStickUp, //
ImGuiNavInput_LStickDown, //
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys
ImGuiNavInput_KeyRight_, // Move right
ImGuiNavInput_KeyUp_, // Move up
ImGuiNavInput_KeyDown_, // Move down
ImGuiNavInput_COUNT
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
};
@@ -1481,10 +1557,10 @@ enum ImGuiCol_
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_Tab, // TabItem in a TabBar
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
@@ -1499,7 +1575,7 @@ enum ImGuiCol_
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
@@ -1511,7 +1587,7 @@ enum ImGuiCol_
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_
@@ -1599,9 +1675,7 @@ enum ImGuiColorEditFlags_
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
#endif
// ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
@@ -1736,13 +1810,14 @@ struct ImVector
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
@@ -1800,7 +1875,7 @@ struct ImGuiStyle
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
@@ -1817,23 +1892,32 @@ struct ImGuiStyle
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration.
struct ImGuiKeyData
{
bool Down; // True for if key is down
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
float DownDurationPrev; // Last frame duration the key has been down
float AnalogValue; // 0.0f..1.0f for gamepad values
};
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration (fill once) // Default value
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
@@ -1847,6 +1931,7 @@ struct ImGuiIO
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
@@ -1873,29 +1958,30 @@ struct ImGuiIO
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#else
void* _UnusedPadding; // Unused field to keep data structure the same size.
#endif
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Input Functions
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
// Functions
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
@@ -1920,13 +2006,34 @@ struct ImGuiIO
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
#endif
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
// Main Input State
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Other state maintained from data above + IO function calls
ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
@@ -1936,18 +2043,18 @@ struct ImGuiIO
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost;
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
@@ -2216,6 +2323,8 @@ struct ImGuiListClipper
};
// Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
@@ -2229,6 +2338,7 @@ struct ImGuiListClipper
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
@@ -2242,11 +2352,11 @@ struct ImColor
{
ImVec4 Value;
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
constexpr ImColor() { }
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
constexpr ImColor(const ImVec4& col) : Value(col) {}
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
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; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
inline operator ImVec4() const { return Value; }
@@ -2283,16 +2393,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureID TextureId; // 4-8 // 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.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // 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[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
@@ -2378,7 +2488,7 @@ enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
@@ -2417,7 +2527,7 @@ struct ImDrawList
ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse 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(ImTextureID texture_id);
@@ -2426,6 +2536,7 @@ struct ImDrawList
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
@@ -2446,7 +2557,7 @@ struct ImDrawList
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
@@ -2459,10 +2570,11 @@ struct ImDrawList
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
@@ -2498,8 +2610,8 @@ struct ImDrawList
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
#endif
// [Internal helpers]
@@ -2614,7 +2726,7 @@ enum ImFontAtlasFlags_
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
@@ -2702,7 +2814,7 @@ struct ImFontAtlas
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
// [Internal]
@@ -2728,10 +2840,9 @@ struct ImFontAtlas
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
#endif
};
// Font runtime data and rendering
@@ -2774,8 +2885,8 @@ struct ImFont
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
// [Internal] Don't use!
IMGUI_API void BuildLookupTable();
@@ -2815,6 +2926,9 @@ struct ImGuiViewport
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
// Platform/Backend Dependent Data
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
// Helpers
@@ -2822,15 +2936,41 @@ struct ImGuiViewport
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces
//-----------------------------------------------------------------------------
// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
namespace ImGui
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
#else
static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.88 (from May 2022)
static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
// OBSOLETED in 1.86 (from November 2021)
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
// OBSOLETED in 1.85 (from August 2021)
@@ -2858,14 +2998,11 @@ namespace ImGui
static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
// OBSOLETED in 1.77 (from June 2020)
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
// OBSOLETED in 1.72 (from April 2019)
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
// OBSOLETED in 1.71 (from June 2019)
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
// OBSOLETED in 1.70 (from May 2019)
static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
@@ -2894,8 +3031,20 @@ enum ImDrawCornerFlags_
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
};
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022)
typedef int ImGuiKeyModFlags;
enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super };
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)
+183 -74
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.88
// (demo code)
// Help:
@@ -39,7 +39,7 @@
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
/*
@@ -92,6 +92,7 @@ Index of this file:
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif
@@ -228,7 +229,6 @@ void ImGui::ShowUserGuide()
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
@@ -302,13 +302,19 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Dear ImGui Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_debug_log = false;
static bool show_app_stack_tool = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
static bool show_app_style_editor = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
if (show_app_metrics)
ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_debug_log)
ImGui::ShowDebugLogWindow(&show_app_debug_log);
if (show_app_stack_tool)
ImGui::ShowStackToolWindow(&show_app_stack_tool);
if (show_app_about)
ImGui::ShowAboutWindow(&show_app_about);
if (show_app_style_editor)
{
ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);
@@ -395,10 +401,14 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::BeginMenu("Tools"))
{
IMGUI_DEMO_MARKER("Menu/Tools");
#ifndef IMGUI_DISABLE_METRICS_WINDOW
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
@@ -406,7 +416,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::EndMenuBar();
}
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Spacing();
IMGUI_DEMO_MARKER("Help");
@@ -454,13 +464,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
if (ImGui::IsKeyPressed(ImGuiKey_Space))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
@@ -481,6 +493,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags.
// FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..
ImGuiBackendFlags backend_flags = io.BackendFlags;
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
@@ -673,10 +686,6 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");
static int i0 = 123;
ImGui::InputInt("input int", &i0);
ImGui::SameLine(); HelpMarker(
"You can apply arithmetic operators +,*,/ on numerical values.\n"
" e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n"
"Use +- to subtract.");
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
@@ -1856,10 +1865,9 @@ static void ShowDemoWindowWidgets()
ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
ImGui::SameLine(); HelpMarker(
"ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
"but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
"but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
"if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode.");
ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
ImGuiColorEditFlags flags = misc_flags;
if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
@@ -1883,6 +1891,15 @@ static void ShowDemoWindowWidgets()
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)
ImGui::Text("Both types:");
float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
ImGui::SameLine();
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
ImGui::Spacing();
@@ -2005,6 +2022,7 @@ static void ShowDemoWindowWidgets()
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
@@ -2022,6 +2040,7 @@ static void ShowDemoWindowWidgets()
ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
@@ -2055,9 +2074,9 @@ static void ShowDemoWindowWidgets()
ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");
ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");
ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X");
ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");
ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X");
ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL);
ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL);
ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL);
@@ -3193,59 +3212,58 @@ static void ShowDemoWindowLayout()
ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag to scroll)");
HelpMarker(
"(Left) Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)\n\n"
"(Center) Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)\n\n"
"(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");
for (int n = 0; n < 3; n++)
{
if (n > 0)
ImGui::SameLine();
ImGui::PushID(n);
ImGui::BeginGroup(); // Lock X position
ImGui::InvisibleButton("##empty", size);
ImGui::PushID(n);
ImGui::InvisibleButton("##canvas", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
{
offset.x += ImGui::GetIO().MouseDelta.x;
offset.y += ImGui::GetIO().MouseDelta.y;
}
ImGui::PopID();
if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.
continue;
const ImVec2 p0 = ImGui::GetItemRectMin();
const ImVec2 p1 = ImGui::GetItemRectMax();
const char* text_str = "Line 1 hello\nLine 2 clip me!";
const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
switch (n)
{
case 0:
HelpMarker(
"Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)");
ImGui::PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
ImGui::PopClipRect();
break;
case 1:
HelpMarker(
"Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)");
draw_list->PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
draw_list->PopClipRect();
break;
case 2:
HelpMarker(
"Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)");
ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
break;
}
ImGui::EndGroup();
ImGui::PopID();
}
ImGui::TreePop();
@@ -3411,7 +3429,7 @@ static void ShowDemoWindowPopups()
{
HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");
static float value = 0.5f;
ImGui::Text("Value = %.3f <-- (1) right-click this value", value);
ImGui::Text("Value = %.3f <-- (1) right-click this text", value);
if (ImGui::BeginPopupContextItem("my popup"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
@@ -3538,19 +3556,12 @@ static void ShowDemoWindowPopups()
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
ImGui::Separator();
// Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the
// parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block
// to make them two different menusets. If we don't, opening any popup above and hovering our menu here would
// open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it,
// which is the desired behavior for regular menus.
ImGui::PushID("foo");
ImGui::MenuItem("Menu item", "CTRL+M");
if (ImGui::BeginMenu("Menu inside a regular window"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::PopID();
ImGui::Separator();
ImGui::TreePop();
}
@@ -3874,7 +3885,7 @@ static void ShowDemoWindowTables()
sprintf(buf, "Hello %d,%d", column, row);
if (contents_type == CT_Text)
ImGui::TextUnformatted(buf);
else if (contents_type)
else if (contents_type == CT_FillButton)
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
}
@@ -4418,14 +4429,16 @@ static void ShowDemoWindowTables()
{
ImGui::TableNextColumn();
ImGui::PushID(column);
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns
ImGui::Text("'%s'", column_names[column]);
ImGui::Spacing();
ImGui::Text("Input flags:");
EditTableColumnsFlags(&column_flags[column]);
ImGui::Spacing();
ImGui::Text("Output flags:");
ImGui::BeginDisabled();
ShowTableColumnsStatusFlags(column_flags_out[column]);
ImGui::EndDisabled();
ImGui::PopID();
}
PopStyleCompact();
@@ -4830,7 +4843,7 @@ static void ShowDemoWindowTables()
ImGui::TableSetColumnIndex(1);
ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
ImGui::TableSetColumnIndex(2);
ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f);
ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned
ImGui::PopID();
}
ImGui::EndTable();
@@ -5639,6 +5652,8 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
static void ShowDemoWindowMisc()
{
IMGUI_DEMO_MARKER("Filtering");
@@ -5665,12 +5680,18 @@ static void ShowDemoWindowMisc()
ImGuiIO& io = ImGui::GetIO();
// Display ImGuiIO output flags
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Output"))
{
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
ImGui::TreePop();
}
// Display Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
@@ -5692,25 +5713,110 @@ static void ShowDemoWindowMisc()
}
// Display Keyboard/Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard & Navigation State");
if (ImGui::TreeNode("Keyboard & Navigation State"))
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
{
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN;
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
const ImGuiKey key_first = 0;
//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }
ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
ImGui::Button("Hovering me sets the\nkeyboard capture flag");
if (ImGui::IsItemHovered())
ImGui::CaptureKeyboardFromApp(true);
ImGui::SameLine();
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
if (ImGui::IsItemActive())
ImGui::CaptureKeyboardFromApp(false);
// Draw an arbitrary US keyboard layout to visualize translated keys
{
const ImVec2 key_size = ImVec2(35.0f, 35.0f);
const float key_rounding = 3.0f;
const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
const float key_face_rounding = 2.0f;
const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
const float key_row_offset = 9.0f;
ImVec2 board_min = ImGui::GetCursorScreenPos();
ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
const KeyLayoutData keys_to_display[] =
{
{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
};
// Elements rendered manually via ImDrawList API are not clipped automatically.
// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y));
if (ImGui::IsItemVisible())
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRect(board_min, board_max, true);
for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
{
const KeyLayoutData* key_data = &keys_to_display[n];
ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y);
draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
if (ImGui::IsKeyDown(key_data->Key))
draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
}
draw_list->PopClipRect();
}
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Capture override"))
{
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
HelpMarker(
"Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");
static int capture_override_mouse = -1;
static int capture_override_keyboard = -1;
const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureMouse()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(256.0f, 192.0f)); // Dummy item
if (ImGui::IsItemHovered() && capture_override_mouse != -1)
ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);
if (ImGui::IsItemHovered() && capture_override_keyboard != -1)
ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);
ImGui::TreePop();
}
@@ -5868,6 +5974,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
@@ -5981,7 +6090,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
@@ -7256,7 +7365,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
static void ShowExampleAppFullscreen(bool* p_open)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one of the other.
@@ -7509,8 +7618,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// Context menu (under default mouse threshold)
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context");
if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context"))
{
if (adding_line)
+43 -65
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.88
// (drawing and font code)
/*
@@ -90,7 +90,7 @@ Index of this file:
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//-------------------------------------------------------------------------
// Compile time options:
@@ -393,7 +393,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
@@ -402,10 +402,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0);
IdxBuffer.resize(0);
@@ -491,6 +490,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
@@ -498,7 +498,7 @@ void ImDrawList::_TryMergeDrawCmds()
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
@@ -521,7 +521,7 @@ void ImDrawList::_OnChangedClipRect()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@@ -544,7 +544,7 @@ void ImDrawList::_OnChangedTextureID()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@@ -580,7 +580,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
@@ -973,7 +973,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
@@ -1057,7 +1058,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@@ -1149,7 +1150,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@@ -1168,7 +1169,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl
// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@@ -1178,7 +1179,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@@ -1206,8 +1207,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f;
const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f;
const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
@@ -1359,7 +1360,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
@@ -1405,7 +1406,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
@@ -1481,7 +1482,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@@ -1505,7 +1506,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@@ -1645,7 +1646,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
return;
flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
@@ -1733,13 +1734,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{
@@ -2637,8 +2638,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed)
{
user_rects[i].X = pack_rects[i].x;
user_rects[i].Y = pack_rects[i].y;
user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = (unsigned short)pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
}
@@ -2738,13 +2739,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32_BLACK_TRANS;
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
@@ -3523,7 +3524,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
@@ -3531,26 +3532,25 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = IM_FLOOR(pos.x);
float y = IM_FLOOR(pos.y);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = pos.x;
float y = pos.y;
float x = IM_FLOOR(pos.x);
float y = IM_FLOOR(pos.y);
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
@@ -3602,14 +3602,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol)
{
x = pos.x;
x = start_x;
y += line_height;
word_wrap_eol = NULL;
@@ -3640,7 +3640,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{
if (c == '\n')
{
x = pos.x;
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@@ -3736,7 +3736,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
@@ -3797,27 +3796,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
draw_list->PathStroke(col, 0, thickness);
}
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
@@ -3900,7 +3878,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col);
}
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
{
const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x);
+86 -8
View File
@@ -14,6 +14,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
@@ -95,10 +97,27 @@
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
#else
#include <GLES2/gl2.h> // Use GL ES 2
#endif
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
@@ -106,9 +125,6 @@
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
@@ -178,8 +194,9 @@ struct ImGui_ImplOpenGL3_Data
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -189,6 +206,30 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
@@ -222,6 +263,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
//printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#else
bd->GlVersion = 200; // GLES 2
#endif
@@ -386,6 +435,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
@@ -428,8 +484,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
@@ -442,6 +503,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
}
else
{
glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@@ -464,7 +531,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
@@ -495,6 +562,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
@@ -525,6 +598,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
@@ -791,3 +865,7 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
+1 -1
View File
@@ -46,7 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
+30 -1
View File
@@ -164,6 +164,8 @@ typedef khronos_uint8_t GLubyte;
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
@@ -177,6 +179,7 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
@@ -193,6 +196,7 @@ GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
@@ -244,6 +248,7 @@ typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
@@ -264,7 +269,13 @@ typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
@@ -280,6 +291,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
@@ -287,6 +299,8 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
@@ -302,6 +316,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
@@ -309,6 +324,8 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
@@ -437,7 +454,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
GL3WglProc ptr[53];
GL3WglProc ptr[58];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
@@ -462,10 +479,12 @@ union GL3WProcs {
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
@@ -479,6 +498,8 @@ union GL3WProcs {
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
@@ -522,10 +543,12 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
@@ -539,6 +562,8 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
@@ -709,10 +734,12 @@ static const char *proc_names[] = {
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
@@ -726,6 +753,8 @@ static const char *proc_names[] = {
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glLinkProgram",
"glPixelStorei",
+239 -124
View File
@@ -4,10 +4,10 @@
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@@ -18,6 +18,16 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
@@ -60,7 +70,7 @@
#include <TargetConditionals.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
@@ -72,13 +82,15 @@
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
bool MousePressed[3];
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@@ -105,9 +117,131 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
@@ -117,19 +251,31 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
switch (event->type)
{
case SDL_MOUSEMOTION:
{
io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
return true;
}
case SDL_MOUSEWHEEL:
{
if (event->wheel.x > 0) io.MouseWheelH += 1;
if (event->wheel.x < 0) io.MouseWheelH -= 1;
if (event->wheel.y > 0) io.MouseWheel += 1;
if (event->wheel.y < 0) io.MouseWheel -= 1;
float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
@@ -140,22 +286,25 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
bd->PendingMouseLeaveFrame = 0;
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
@@ -165,7 +314,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
@@ -189,32 +338,9 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
@@ -230,11 +356,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
#ifdef _WIN32
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
io.ImeWindowHandle = info.info.win.window;
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
#else
(void)window;
#endif
@@ -254,7 +381,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, NULL);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@@ -262,7 +389,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, NULL);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -270,17 +397,17 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, NULL);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, NULL);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, renderer);
}
void ImGui_ImplSDL2_Shutdown()
@@ -299,60 +426,34 @@ void ImGui_ImplSDL2_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
SDL_Window* mouse_window = NULL;
if (hovered_window && bd->Window == hovered_window)
mouse_window = hovered_window;
else if (focused_window && bd->Window == focused_window)
mouse_window = focused_window;
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
// SDL 2.0.3 and non-windowed systems: single-viewport only
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
if (bd->MouseCanUseGlobalState)
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Unlike local position obtained earlier this will be valid when straying out of bounds.
int mouse_x_global, mouse_y_global;
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
int window_x, window_y;
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
else
{
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
}
}
@@ -380,40 +481,45 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return;
}
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
@@ -430,6 +536,9 @@ void ImGui_ImplSDL2_NewFrame()
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (bd->Renderer != NULL)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
@@ -441,7 +550,13 @@ void ImGui_ImplSDL2_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplSDL2_UpdateMousePosAndButtons();
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
bd->PendingMouseLeaveFrame = 0;
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
+4 -3
View File
@@ -3,10 +3,10 @@
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@@ -19,13 +19,14 @@
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window;
struct SDL_Renderer;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+4 -2
View File
@@ -42,7 +42,7 @@ struct ImGui_ImplSDLRenderer_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -210,7 +210,8 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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.
// Upload texture to graphics system
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == NULL)
{
SDL_Log("error creating texture");
@@ -218,6 +219,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
}
SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+242 -124
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.88
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@@ -18,6 +18,7 @@ Index of this file:
// [SECTION] Generic helpers
// [SECTION] ImDrawList support
// [SECTION] Widgets support: flags, enums, data structures
// [SECTION] Inputs support
// [SECTION] Clipper support
// [SECTION] Navigation support
// [SECTION] Columns support
@@ -135,6 +136,7 @@ struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
struct ImGuiTableColumn; // Storage for one column of a table
struct ImGuiTableInstanceData; // Storage for one instance of a same table
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
struct ImGuiTableSettings; // Storage for a table .ini settings
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
@@ -145,6 +147,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
@@ -191,23 +194,26 @@ namespace ImStb
// [SECTION] Macros
//-----------------------------------------------------------------------------
// Debug Logging
#ifndef IMGUI_DEBUG_LOG
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
// Debug Printing Into TTY
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
#ifndef IMGUI_DEBUG_PRINTF
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__)
#else
#define IMGUI_DEBUG_PRINTF(_FMT,...)
#endif
#endif
// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__);
#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
// Static Asserts
#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
#else
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#endif
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
@@ -232,7 +238,7 @@ namespace ImStb
#define IM_NEWLINE "\n"
#endif
#define IM_TABSIZE (4)
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
@@ -279,7 +285,8 @@ namespace ImStb
// - Helpers: Hashing
// - Helpers: Sorting
// - Helpers: Bit manipulation
// - Helpers: String, Formatting
// - Helpers: String
// - Helpers: Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
@@ -297,9 +304,6 @@ namespace ImStb
// Helpers: Hashing
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif
// Helpers: Sorting
#ifndef ImQsort
@@ -314,7 +318,7 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v &
static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String, Formatting
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
@@ -327,14 +331,20 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
IMGUI_API void ImStrTrimBlanks(char* str);
IMGUI_API const char* ImStrSkipBlank(const char* str);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
// Helpers: Formatting
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API const char* ImParseFormatFindStart(const char* format);
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
// Helpers: UTF-8 <> wchar conversions
IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf
@@ -441,8 +451,9 @@ static inline float ImLengthSqr(const ImVec2& lhs)
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)(f); }
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
@@ -469,17 +480,17 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec1
{
float x;
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
constexpr ImVec1() : x(0.0f) { }
constexpr ImVec1(float _x) : x(_x) { }
};
// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
struct ImVec2ih
{
short x, y;
ImVec2ih() { x = y = 0; }
ImVec2ih(short _x, short _y) { x = _x; y = _y; }
explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; }
constexpr ImVec2ih() : x(0), y(0) {}
constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}
constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
};
// Helper: ImRect (2D axis aligned bounding-box)
@@ -489,10 +500,10 @@ struct IMGUI_API ImRect
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
@@ -540,17 +551,18 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
// Helper: ImBitArray class (wrapper over ImBitArray functions)
// Store 1-bit per value.
template<int BITCOUNT>
struct IMGUI_API ImBitArray
template<int BITCOUNT, int OFFSET = 0>
struct ImBitArray
{
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { ClearAllBits(); }
void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }
void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }
void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
};
// Helper: ImBitVector
@@ -621,7 +633,7 @@ struct ImSpanAllocator
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
template<typename T>
struct IMGUI_API ImPool
struct ImPool
{
ImVector<T> Buf; // Contiguous data
ImGuiStorage Map; // ID->Index
@@ -658,7 +670,7 @@ struct IMGUI_API ImPool
// We store the chunk size first, and align the final size on 4 bytes boundaries.
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
template<typename T>
struct IMGUI_API ImChunkStream
struct ImChunkStream
{
ImVector<char> Buf;
@@ -690,7 +702,6 @@ struct IMGUI_API ImChunkStream
//
// Rendering circles with an odd number of segments, while mathematically correct will produce
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
//
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
@@ -774,9 +785,9 @@ enum ImGuiItemStatusFlags_
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
ImGuiItemStatusFlags_Openable = 1 << 20, //
ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
ImGuiItemStatusFlags_Opened = 1 << 21, //
ImGuiItemStatusFlags_Checkable = 1 << 22, //
ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)
ImGuiItemStatusFlags_Checked = 1 << 23 //
#endif
};
@@ -897,28 +908,6 @@ enum ImGuiPlotType
ImGuiPlotType_Histogram
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_COUNT
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
enum ImGuiInputReadMode
{
ImGuiInputReadMode_Down,
ImGuiInputReadMode_Pressed,
ImGuiInputReadMode_Released,
ImGuiInputReadMode_Repeat,
ImGuiInputReadMode_RepeatSlow,
ImGuiInputReadMode_RepeatFast
};
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
@@ -1055,12 +1044,13 @@ struct ImGuiPopupData
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
int OpenFrameCount; // Set on OpenPopup()
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
};
enum ImGuiNextWindowDataFlags_
@@ -1160,6 +1150,7 @@ struct ImGuiShrinkWidthItem
{
int Index;
float Width;
float InitialWidth;
};
struct ImGuiPtrOrIndex
@@ -1171,6 +1162,81 @@ struct ImGuiPtrOrIndex
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
};
//-----------------------------------------------------------------------------
// [SECTION] Inputs support
//-----------------------------------------------------------------------------
typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
enum ImGuiKeyPrivate_
{
ImGuiKey_LegacyNativeKey_BEGIN = 0,
ImGuiKey_LegacyNativeKey_END = 512,
ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
};
enum ImGuiInputEventType
{
ImGuiInputEventType_None = 0,
ImGuiInputEventType_MousePos,
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Focus,
ImGuiInputEventType_COUNT
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_COUNT
};
// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
struct ImGuiInputEventMousePos { float PosX, PosY; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
struct ImGuiInputEventMouseButton { int Button; bool Down; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; };
struct ImGuiInputEvent
{
ImGuiInputEventType Type;
ImGuiInputSource Source;
union
{
ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
};
bool AddedByTestEngine;
ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
enum ImGuiNavReadMode
{
ImGuiNavReadMode_Down,
ImGuiNavReadMode_Pressed,
ImGuiNavReadMode_Released,
ImGuiNavReadMode_Repeat,
ImGuiNavReadMode_RepeatSlow,
ImGuiNavReadMode_RepeatFast
};
//-----------------------------------------------------------------------------
// [SECTION] Clipper support
//-----------------------------------------------------------------------------
@@ -1239,7 +1305,7 @@ enum ImGuiNavHighlightFlags_
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_None = 0,
ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys
ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), facilitate use of some functions before we can unify nav and keys
ImGuiNavDirSourceFlags_Keyboard = 1 << 1,
ImGuiNavDirSourceFlags_PadDPad = 1 << 2,
ImGuiNavDirSourceFlags_PadLStick = 1 << 3
@@ -1427,8 +1493,22 @@ struct ImGuiSettingsHandler
// [SECTION] Metrics, Debug Tools
//-----------------------------------------------------------------------------
enum ImGuiDebugLogFlags_
{
// Event types
ImGuiDebugLogFlags_None = 0,
ImGuiDebugLogFlags_EventActiveId = 1 << 0,
ImGuiDebugLogFlags_EventFocus = 1 << 1,
ImGuiDebugLogFlags_EventPopup = 1 << 2,
ImGuiDebugLogFlags_EventNav = 1 << 3,
ImGuiDebugLogFlags_EventIO = 1 << 4,
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO,
ImGuiDebugLogFlags_OutputToTTY = 1 << 10 // Also send output to TTY
};
struct ImGuiMetricsConfig
{
bool ShowDebugLog;
bool ShowStackTool;
bool ShowWindowsRects;
bool ShowWindowsBeginOrder;
@@ -1440,14 +1520,10 @@ struct ImGuiMetricsConfig
ImGuiMetricsConfig()
{
ShowStackTool = false;
ShowWindowsRects = false;
ShowWindowsBeginOrder = false;
ShowTablesRects = false;
ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false;
ShowDrawCmdMesh = true;
ShowDrawCmdBoundingBoxes = true;
ShowWindowsRectsType = -1;
ShowTablesRectsType = -1;
ShowWindowsRectsType = ShowTablesRectsType = -1;
}
};
@@ -1456,7 +1532,8 @@ struct ImGuiStackLevelInfo
ImGuiID ID;
ImS8 QueryFrameCount; // >= 1: Query in progress
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?)
ImGuiDataType DataType : 8;
char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
};
@@ -1468,8 +1545,10 @@ struct ImGuiStackTool
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
ImGuiID QueryId; // ID to query details for
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiStackTool() { memset(this, 0, sizeof(*this)); }
ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
};
//-----------------------------------------------------------------------------
@@ -1491,7 +1570,7 @@ struct ImGuiContextHook
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiContext (main Dear ImGui context)
//-----------------------------------------------------------------------------
struct ImGuiContext
@@ -1499,6 +1578,8 @@ struct ImGuiContext
bool Initialized;
bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure.
ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
@@ -1550,10 +1631,6 @@ struct ImGuiContext
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame;
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
@@ -1565,6 +1642,12 @@ struct ImGuiContext
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// Input Ownership
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
// Next window/item data
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
@@ -1586,7 +1669,7 @@ struct ImGuiContext
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
@@ -1596,7 +1679,7 @@ struct ImGuiContext
ImGuiActivateFlags NavActivateFlags;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyModFlags NavJustMovedToKeyMods;
ImGuiModFlags NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
@@ -1617,7 +1700,7 @@ struct ImGuiContext
bool NavMoveForwardToNextFrame;
ImGuiNavMoveFlags NavMoveFlags;
ImGuiScrollFlags NavMoveScrollFlags;
ImGuiKeyModFlags NavMoveKeyMods;
ImGuiModFlags NavMoveKeyMods;
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
ImGuiDir NavMoveDirForDebug;
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
@@ -1666,7 +1749,7 @@ struct ImGuiContext
int ClipperTempDataStacked;
ImVector<ImGuiListClipperData> ClipperTempData;
// Table
// Tables
ImGuiTable* CurrentTable;
int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)
@@ -1691,6 +1774,7 @@ struct ImGuiContext
ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
ImGuiComboPreviewData ComboPreviewData;
float SliderGrabClickOffset;
float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
bool DragCurrentAccumDirty;
@@ -1705,8 +1789,8 @@ struct ImGuiContext
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
// Platform support
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
ImVec2 PlatformImeLastPos;
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
// Settings
@@ -1733,6 +1817,8 @@ struct ImGuiContext
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
// Debug Tools
ImGuiDebugLogFlags DebugLogFlags;
ImGuiTextBuffer DebugLogBuf;
bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
ImGuiMetricsConfig DebugMetricsConfig;
@@ -1743,10 +1829,10 @@ struct ImGuiContext
int FramerateSecPerFrameIdx;
int FramerateSecPerFrameCount;
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
int WantCaptureKeyboardNextFrame;
int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
int WantCaptureKeyboardNextFrame; // "
int WantTextInputNextFrame;
char TempBuffer[1024 * 3 + 1]; // Temporary text buffer
ImVector<char> TempBuffer; // Temporary text buffer
ImGuiContext(ImFontAtlas* shared_font_atlas)
{
@@ -1786,10 +1872,6 @@ struct ImGuiContext
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask = 0x00;
ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@@ -1801,6 +1883,11 @@ struct ImGuiContext
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask.ClearAllBits();
CurrentItemFlags = ImGuiItemFlags_None;
BeginMenuCount = 0;
@@ -1808,7 +1895,7 @@ struct ImGuiContext
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
NavJustMovedToKeyMods = ImGuiModFlags_None;
NavInputSource = ImGuiInputSource_None;
NavLayer = ImGuiNavLayer_Main;
NavIdIsAlive = false;
@@ -1824,7 +1911,7 @@ struct ImGuiContext
NavMoveForwardToNextFrame = false;
NavMoveFlags = ImGuiNavMoveFlags_None;
NavMoveScrollFlags = ImGuiScrollFlags_None;
NavMoveKeyMods = ImGuiKeyModFlags_None;
NavMoveKeyMods = ImGuiModFlags_None;
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
NavScoringDebugCount = 0;
NavTabbingDir = 0;
@@ -1859,6 +1946,7 @@ struct ImGuiContext
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
ColorEditLastHue = ColorEditLastSat = 0.0f;
ColorEditLastColor = 0;
SliderGrabClickOffset = 0.0f;
SliderCurrentAccum = 0.0f;
SliderCurrentAccumDirty = false;
DragCurrentAccumDirty = false;
@@ -1870,7 +1958,8 @@ struct ImGuiContext
TooltipOverrideCount = 0;
TooltipSlowDelay = 0.50f;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
PlatformLocaleDecimalPoint = '.';
SettingsLoaded = false;
@@ -1886,6 +1975,7 @@ struct ImGuiContext
LogDepthRef = 0;
LogDepthToExpand = LogDepthToExpandDefault = 2;
DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
DebugItemPickerActive = false;
DebugItemPickerBreakId = 0;
@@ -1893,7 +1983,6 @@ struct ImGuiContext
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
@@ -1916,6 +2005,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset;
bool IsSameLine;
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1 GroupOffset;
@@ -1956,6 +2046,7 @@ struct IMGUI_API ImGuiWindow
char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
@@ -2053,9 +2144,6 @@ public:
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetID(int n);
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImGuiID GetIDNoKeepAlive(const void* ptr);
ImGuiID GetIDNoKeepAlive(int n);
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
// We don't use g.FontSize because the window may be != g.CurrentWidow.
@@ -2097,6 +2185,7 @@ struct ImGuiTabItem
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float ContentWidth; // Width of label, stored during BeginTabItem() call
float RequestedWidth; // Width optionally requested by caller, -1.0f is unused
ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
@@ -2230,6 +2319,15 @@ struct ImGuiTableCellData
ImGuiTableColumnIdx Column; // Column number
};
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?)
struct ImGuiTableInstanceData
{
float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955)
float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue?
ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; }
};
// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
struct IMGUI_API ImGuiTable
{
@@ -2272,11 +2370,10 @@ struct IMGUI_API ImGuiTable
float CellPaddingY;
float CellSpacingX1; // Spacing between non-bordered cells
float CellSpacingX2;
float LastOuterHeight; // Outer height from last frame
float LastFirstRowHeight; // Height of first row from last frame
float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
float ColumnsGivenWidth; // Sum of current column width
float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns
float ResizedColumnNextWidth;
float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
@@ -2284,7 +2381,7 @@ struct IMGUI_API ImGuiTable
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRect WorkRect;
ImRect InnerClipRect;
ImRect BgClipRect; // We use this to cpu-clip cell background color fill
ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
@@ -2293,6 +2390,8 @@ struct IMGUI_API ImGuiTable
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
ImGuiTableInstanceData InstanceDataFirst;
ImVector<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableColumnSortSpecs SortSpecsSingle;
ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
@@ -2449,10 +2548,11 @@ namespace ImGui
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Init
IMGUI_API void Initialize(ImGuiContext* context);
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
IMGUI_API void Initialize();
IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// NewFrame
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
@@ -2463,6 +2563,9 @@ namespace ImGui
IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
// Viewports
IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
@@ -2470,6 +2573,8 @@ namespace ImGui
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
IMGUI_API void RemoveSettingsHandler(const char* type_name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Scrolling
@@ -2505,7 +2610,7 @@ namespace ImGui
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
@@ -2573,10 +2678,12 @@ namespace ImGui
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API const char* GetNavInputName(ImGuiNavInput n);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus Scope (WIP)
@@ -2589,18 +2696,26 @@ namespace ImGui
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
IMGUI_API void SetItemUsingMouseWheel();
IMGUI_API void SetActiveIdUsingNavAndKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
IMGUI_API ImGuiModFlags GetMergedModFlags();
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
#endif
// Drag and Drop
IMGUI_API bool IsDragDropActive();
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
@@ -2639,6 +2754,7 @@ namespace ImGui
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
@@ -2664,7 +2780,7 @@ namespace ImGui
IMGUI_API void TableSaveSettings(ImGuiTable* table);
IMGUI_API void TableResetSettings(ImGuiTable* table);
IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);
IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context);
IMGUI_API void TableSettingsAddSettingsHandler();
IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
@@ -2694,21 +2810,15 @@ namespace ImGui
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
#endif
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
// Widgets
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
@@ -2743,14 +2853,14 @@ namespace ImGui
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
template<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);
// Data type helpers
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format);
IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
@@ -2778,22 +2888,27 @@ namespace ImGui
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Log
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
// Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table);
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
@@ -2815,7 +2930,9 @@ struct ImFontBuilderIO
};
// Helper for font builder
#ifdef IMGUI_ENABLE_STB_TRUETYPE
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
#endif
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
@@ -2839,7 +2956,8 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#else
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0)
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
#endif
//-----------------------------------------------------------------------------
+49 -30
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.88
// (tables and columns code)
/*
@@ -24,7 +24,7 @@ Index of this file:
*/
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
//-----------------------------------------------------------------------------
@@ -361,6 +361,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->IsLayoutLocked = false;
table->InnerWidth = inner_width;
temp_data->UserOuterSize = outer_size;
if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)
table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
// When not using a child window, WorkRect.Max will grow as we append contents.
if (use_child_window)
@@ -537,7 +539,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
{
const float scale_factor = new_ref_scale_unit / table->RefScale;
//IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
//IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
for (int n = 0; n < columns_count; n++)
table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
}
@@ -886,6 +888,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
sum_width_requests += table->CellPaddingX * 2.0f;
}
table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
table->ColumnsStretchSumWeights = stretch_sum_weights;
// [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect;
@@ -933,9 +936,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
width_remaining_for_stretched_columns -= 1.0f;
}
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight));
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
@@ -1096,7 +1100,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 10] Hit testing on borders
if (table->Flags & ImGuiTableFlags_Resizable)
TableUpdateBorders(table);
table->LastFirstRowHeight = 0.0f;
table_instance->LastFirstRowHeight = 0.0f;
table->IsLayoutLocked = true;
table->IsUsingHeaders = false;
@@ -1141,10 +1145,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
const float hit_y1 = table->OuterRect.Min.y;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
const float hit_y2_head = hit_y1 + table->LastFirstRowHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
@@ -1223,6 +1228,7 @@ void ImGui::EndTable()
TableOpenContextMenu((int)table->HoveredColumnBody);
// Finalize table height
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
@@ -1233,7 +1239,7 @@ void ImGui::EndTable()
else if (!(flags & ImGuiTableFlags_NoHostExtendY))
table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
table->LastOuterHeight = table->OuterRect.GetHeight();
table_instance->LastOuterHeight = table->OuterRect.GetHeight();
// Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
@@ -1279,17 +1285,23 @@ void ImGui::EndTable()
splitter->Merge(inner_window->DrawList);
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
float auto_fit_width_for_fixed = 0.0f;
float auto_fit_width_for_stretched = 0.0f;
float auto_fit_width_for_stretched_min = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))
{
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize))
table->ColumnsAutoFitWidth += column->WidthRequest;
float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
auto_fit_width_for_fixed += column_width_request;
else
table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column);
auto_fit_width_for_stretched += column_width_request;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
}
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
// Update scroll
if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
@@ -1569,18 +1581,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
float x2 = column->MaxX;
if (column->PrevEnabledColumn == -1)
x1 -= table->CellSpacingX1;
if (column->NextEnabledColumn == -1)
x2 += table->CellSpacingX2;
//if (column->PrevEnabledColumn == -1)
// x1 -= table->OuterPaddingX;
//if (column->NextEnabledColumn == -1)
// x2 += table->OuterPaddingX;
x1 = ImMax(x1, table->WorkRect.Min.x);
x2 = ImMin(x2, table->WorkRect.Max.x);
return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
}
@@ -1746,7 +1761,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
if (table->CurrentRow == 0)
table->LastFirstRowHeight = bg_y2 - bg_y1;
TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible)
@@ -1797,10 +1812,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
{
// As we render the BG here we need to clip things (for layout we would not)
// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
}
@@ -2083,7 +2100,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return;
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
//IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
@@ -2353,7 +2370,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
// Don't attempt to merge if there are multiple draw calls within the column
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
src_channel->_CmdBuffer.pop_back();
if (src_channel->_CmdBuffer.Size != 1)
continue;
@@ -2497,10 +2514,11 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = table->InnerRect.Min.y;
const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV)
{
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@@ -3422,9 +3440,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
}
}
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
void ImGui::TableSettingsAddSettingsHandler()
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table");
@@ -3433,7 +3450,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
AddSettingsHandler(&ini_handler);
}
//-------------------------------------------------------------------------
@@ -3447,7 +3464,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
// Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
int table_idx = g.Tables.GetIndex(table);
//memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
@@ -3459,7 +3476,7 @@ void ImGui::TableRemove(ImGuiTable* table)
// Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
IM_ASSERT(table->MemoryCompacted == false);
table->SortSpecs.Specs = NULL;
@@ -3503,7 +3520,7 @@ void ImGui::TableGcCompactSettings()
// - DebugNodeTable() [Internal]
//-------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
{
@@ -3531,6 +3548,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
if (!open)
return;
if (table->InstanceCurrent > 0)
ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
bool clear_settings = SmallButton("Clear settings");
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
@@ -3595,7 +3614,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
TreePop();
}
#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW
#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugNodeTable(ImGuiTable*) {}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
File diff suppressed because it is too large Load Diff
+14 -26
View File
@@ -1,15 +1,19 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.00.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
@@ -41,6 +45,7 @@
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
@@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
@@ -213,7 +217,6 @@ struct stbrp_context
#define STBRP_ASSERT assert
#endif
// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
@@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
@@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
@@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
@@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
return res;
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
return (p->w > q->w) ? -1 : (p->w < q->w);
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b)
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
+6 -8
View File
@@ -1,10 +1,10 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// This is a slightly modified version of stb_textedit.h 1.14.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// Grep for [DEAR IMGUI] to find the changes.
// stb_textedit.h - v1.13 - public domain - Sean Barrett
// stb_textedit.h - v1.14 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@@ -35,6 +35,7 @@
//
// VERSION HISTORY
//
// 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
@@ -58,6 +59,7 @@
// Ulf Winklemann: move-by-word in 1.1
// Fabian Giesen: secondary key inputs in 1.5
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
// Louis Schnellbach: page up/down in 1.14
//
// Bugfixes:
// Scott Graham
@@ -93,8 +95,8 @@
// moderate sizes. The undo system does no memory allocations, so
// it grows STB_TexteditState by the worst-case storage which is (in bytes):
//
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
//
//
// Implementation mode:
@@ -716,10 +718,6 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
state->has_preferred_x = 0;
return 1;
}
// [DEAR IMGUI]
//// remove the undo since we didn't actually insert the characters
//if (state->undostate.undo_point)
// --state->undostate.undo_point;
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0;
}
+319 -137
View File
@@ -1,10 +1,19 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20.
// This is a slightly modified version of stb_truetype.h 1.26.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
// stb_truetype.h - v1.20 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
// stb_truetype.h - v1.26 - public domain
// authored from 2009-2021 by Sean Barrett / RAD Game Tools
//
// =======================================================================
//
// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
//
// This library does no range checking of the offsets found in the file,
// meaning an attacker can use it to read arbitrary memory.
//
// =======================================================================
//
// This library processes TrueType files:
// parse files
@@ -37,11 +46,11 @@
// Daniel Ribeiro Maciel
//
// Bug/warning reports/fixes:
// "Zer" on mollyrocket Fabian "ryg" Giesen
// Cass Everitt Martins Mozeiko
// stoiko (Haemimont Games) Cap Petschulat
// Brian Hook Omar Cornut
// Walter van Niftrik github:aloucks
// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe
// Cass Everitt Martins Mozeiko github:aloucks
// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam
// Brian Hook Omar Cornut github:vassvik
// Walter van Niftrik Ryan Griege
// David Gow Peter LaValle
// David Given Sergey Popov
// Ivan-Assen Ivanov Giumo X. Clanjor
@@ -49,11 +58,17 @@
// Johan Duparc Thomas Fields
// Hou Qiming Derek Vinyard
// Rob Loach Cort Stratton
// Kenney Phillis Jr. github:oyvindjam
// Brian Costabile github:vassvik
// Kenney Phillis Jr. Brian Costabile
// Ken Voskuil (kaesve)
//
// VERSION HISTORY
//
// 1.26 (2021-08-28) fix broken rasterizer
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
// 1.18 (2018-01-29) add missing function
@@ -248,19 +263,6 @@
// recommend it.
//
//
// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
//
// Documentation & header file 520 LOC \___ 660 LOC documentation
// Sample code 140 LOC /
// Truetype parsing 620 LOC ---- 620 LOC TrueType
// Software rasterization 240 LOC \.
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
// C runtime library abstraction 60 LOC ---- 60
//
//
// PERFORMANCE MEASUREMENTS FOR 1.06:
//
// 32-bit 64-bit
@@ -275,8 +277,8 @@
//// SAMPLE PROGRAMS
////
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.
// See "tests/truetype_demo_win32.c" for a complete version.
#if 0
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
@@ -302,6 +304,8 @@ void my_stbtt_initfont(void)
void my_stbtt_print(float x, float y, char *text)
{
// assume orthographic projection with units = screen pixels, origin at top left
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ftex);
glBegin(GL_QUADS);
@@ -309,10 +313,10 @@ void my_stbtt_print(float x, float y, char *text)
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
}
++text;
}
@@ -719,7 +723,7 @@ struct stbtt_fontinfo
int numGlyphs; // number of glyphs, needed for range checking
int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf
int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf
int index_map; // a cmap mapping for our chosen character encoding
int indexToLocFormat; // format needed to map from glyph index to glyph
@@ -802,6 +806,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1,
STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
// as above, but takes one or more glyph indices for greater efficiency
typedef struct stbtt_kerningentry
{
int glyph1; // use stbtt_FindGlyphIndex
int glyph2;
int advance;
} stbtt_kerningentry;
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info);
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);
// Retrieves a complete list of all of the kerning pairs provided by the font
// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.
// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)
//////////////////////////////////////////////////////////////////////////////
//
@@ -846,6 +862,12 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s
STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
// frees the data allocated above
STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);
// fills svg with the character's SVG data.
// returns data size or 0 if SVG not found.
//////////////////////////////////////////////////////////////////////////////
//
// BITMAP RENDERING
@@ -1347,6 +1369,22 @@ static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
return stbtt__cff_get_index(&cff);
}
// since most people won't use this, find this table the first time it's needed
static int stbtt__get_svg(stbtt_fontinfo *info)
{
stbtt_uint32 t;
if (info->svg < 0) {
t = stbtt__find_table(info->data, info->fontstart, "SVG ");
if (t) {
stbtt_uint32 offset = ttULONG(info->data + t + 2);
info->svg = t + offset;
} else {
info->svg = 0;
}
}
return info->svg;
}
static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
{
stbtt_uint32 cmap, t;
@@ -1426,6 +1464,8 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in
else
info->numGlyphs = 0xffff;
info->svg = -1;
// find a cmap encoding table we understand *now* to avoid searching
// later. (todo: could make this installable)
// the same regardless of glyph.
@@ -1509,12 +1549,12 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
search += 2;
{
stbtt_uint16 offset, start;
stbtt_uint16 offset, start, last;
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
if (unicode_codepoint < start)
last = ttUSHORT(data + endCount + 2*item);
if (unicode_codepoint < start || unicode_codepoint > last)
return 0;
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
@@ -1774,7 +1814,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
}
}
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
} else if (numberOfContours == -1) {
} else if (numberOfContours < 0) {
// Compound shapes.
int more = 1;
stbtt_uint8 *comp = data + g + 10;
@@ -1841,7 +1881,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
@@ -1851,9 +1891,6 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
// More components ?
more = flags & (1<<5);
}
} else if (numberOfContours < 0) {
// @TODO other compound variations?
STBTT_assert(0);
} else {
// numberOfCounters == 0, do nothing
}
@@ -2107,7 +2144,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
has_subrs = 1;
}
// fallthrough
// FALLTHROUGH
case 0x1D: // callgsubr
if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
v = (int) s[--sp];
@@ -2212,7 +2249,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
} break;
default:
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560
if (b0 != 255 && b0 != 28 && b0 < 32)
return STBTT__CSERR("reserved operator");
// push immediate
@@ -2282,6 +2319,48 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde
}
}
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info)
{
stbtt_uint8 *data = info->data + info->kern;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
return ttUSHORT(data+10);
}
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)
{
stbtt_uint8 *data = info->data + info->kern;
int k, length;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
length = ttUSHORT(data+10);
if (table_length < length)
length = table_length;
for (k = 0; k < length; k++)
{
table[k].glyph1 = ttUSHORT(data+18+(k*6));
table[k].glyph2 = ttUSHORT(data+20+(k*6));
table[k].advance = ttSHORT(data+22+(k*6));
}
return length;
}
static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
{
stbtt_uint8 *data = info->data + info->kern;
@@ -2315,7 +2394,7 @@ static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph
static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
{
stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
switch(coverageFormat) {
switch (coverageFormat) {
case 1: {
stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
@@ -2336,7 +2415,8 @@ static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyp
return m;
}
}
} break;
break;
}
case 2: {
stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
@@ -2360,12 +2440,10 @@ static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyp
return startCoverageIndex + glyph - strawStart;
}
}
} break;
break;
}
default: {
// There are no other cases.
STBTT_assert(0);
} break;
default: return -1; // unsupported
}
return -1;
@@ -2374,7 +2452,7 @@ static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyp
static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
{
stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
switch(classDefFormat)
switch (classDefFormat)
{
case 1: {
stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
@@ -2383,10 +2461,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classDef1ValueArray + 2 * glyphCount;
} break;
break;
}
case 2: {
stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
@@ -2408,18 +2484,15 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
else
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classRangeRecords + 6 * classRangeCount;
} break;
default: {
// There are no other cases.
STBTT_assert(0);
} break;
break;
}
return -1;
default:
return -1; // Unsupported definition type, return an error.
}
// "All glyphs not assigned to a class fall into class 0". (OpenType spec)
return 0;
}
// Define to STBTT_assert(x) if you want to break on unimplemented formats.
@@ -2431,7 +2504,7 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
stbtt_uint8 *lookupList;
stbtt_uint16 lookupCount;
stbtt_uint8 *data;
stbtt_int32 i;
stbtt_int32 i, sti;
if (!info->gpos) return 0;
@@ -2451,9 +2524,9 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
stbtt_uint16 lookupType = ttUSHORT(lookupTable);
stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
stbtt_uint8 *subTableOffsets = lookupTable + 6;
switch(lookupType) {
case 2: { // Pair Adjustment Positioning Subtable
stbtt_int32 sti;
if (lookupType != 2) // Pair Adjustment Positioning Subtable
continue;
for (sti=0; sti<subTableCount; sti++) {
stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
stbtt_uint8 *table = lookupTable + subtableOffset;
@@ -2468,20 +2541,15 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
int straw, needle;
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_int32 valueRecordPairSizeInBytes = 2;
stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
stbtt_uint8 *pairValueTable = table + pairPosOffset;
stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
stbtt_uint8 *pairValueArray = pairValueTable + 2;
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
STBTT_assert(coverageIndex < pairSetCount);
STBTT__NOTUSED(pairSetCount);
if (coverageIndex >= pairSetCount) return 0;
needle=glyph2;
r=pairValueCount-1;
@@ -2504,12 +2572,15 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
return xAdvance;
}
}
} break;
} else
return 0;
break;
}
case 2: {
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
@@ -2517,36 +2588,24 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
stbtt_uint16 class1Count = ttUSHORT(table + 12);
stbtt_uint16 class2Count = ttUSHORT(table + 14);
STBTT_assert(glyph1class < class1Count);
STBTT_assert(glyph2class < class2Count);
stbtt_uint8 *class1Records, *class2Records;
stbtt_int16 xAdvance;
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed
if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed
if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {
stbtt_uint8 *class1Records = table + 16;
stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);
stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);
class1Records = table + 16;
class2Records = class1Records + 2 * (glyph1class * class2Count);
xAdvance = ttSHORT(class2Records + 2 * glyph2class);
return xAdvance;
}
} break;
default: {
// There are no other cases.
STBTT_assert(0);
} else
return 0;
break;
} // [DEAR IMGUI] removed ;
}
}
break;
} // [DEAR IMGUI] removed ;
default:
// TODO: Implement other stuff.
break;
return 0; // Unsupported position format
}
}
}
@@ -2559,8 +2618,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int
if (info->gpos)
xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
if (info->kern)
else if (info->kern)
xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
return xAdvance;
@@ -2621,6 +2679,45 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
STBTT_free(v, info->userdata);
}
STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)
{
int i;
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);
int numEntries = ttUSHORT(svg_doc_list);
stbtt_uint8 *svg_docs = svg_doc_list + 2;
for(i=0; i<numEntries; i++) {
stbtt_uint8 *svg_doc = svg_docs + (12 * i);
if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))
return svg_doc;
}
return 0;
}
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)
{
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc;
if (info->svg == 0)
return 0;
svg_doc = stbtt_FindSVGDoc(info, gl);
if (svg_doc != NULL) {
*svg = (char *) data + info->svg + ttULONG(svg_doc + 4);
return ttULONG(svg_doc + 8);
} else {
return 0;
}
}
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)
{
return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);
}
//////////////////////////////////////////////////////////////////////////////
//
// antialiasing software rasterizer
@@ -2970,6 +3067,23 @@ static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edg
}
}
static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)
{
STBTT_assert(top_width >= 0);
STBTT_assert(bottom_width >= 0);
return (top_width + bottom_width) / 2.0f * height;
}
static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)
{
return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);
}
static float stbtt__sized_triangle_area(float height, float width)
{
return height * width / 2;
}
static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
{
float y_bottom = y_top+1;
@@ -3024,13 +3138,13 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
float height;
// simple case, only spans one pixel
int x = (int) x_top;
height = sy1 - sy0;
height = (sy1 - sy0) * e->direction;
STBTT_assert(x >= 0 && x < len);
scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height;
scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);
scanline_fill[x] += height; // everything right of this pixel is filled
} else {
int x,x1,x2;
float y_crossing, step, sign, area;
float y_crossing, y_final, step, sign, area;
// covers 2+ pixels
if (x_top > x_bottom) {
// flip scanline vertically; signed area is the same
@@ -3042,32 +3156,83 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
dx = -dx;
dy = -dy;
t = x0, x0 = xb, xb = t;
// [DEAR IMGUI] Fix static analyzer warning
(void)dx; // [ImGui: fix static analyzer warning]
}
STBTT_assert(dy >= 0);
STBTT_assert(dx >= 0);
x1 = (int) x_top;
x2 = (int) x_bottom;
// compute intersection with y axis at x1+1
y_crossing = (x1+1 - x0) * dy + y_top;
y_crossing = y_top + dy * (x1+1 - x0);
// compute intersection with y axis at x2
y_final = y_top + dy * (x2 - x0);
// x1 x_top x2 x_bottom
// y_top +------|-----+------------+------------+--------|---+------------+
// | | | | | |
// | | | | | |
// sy0 | Txxxxx|............|............|............|............|
// y_crossing | *xxxxx.......|............|............|............|
// | | xxxxx..|............|............|............|
// | | /- xx*xxxx........|............|............|
// | | dy < | xxxxxx..|............|............|
// y_final | | \- | xx*xxx.........|............|
// sy1 | | | | xxxxxB...|............|
// | | | | | |
// | | | | | |
// y_bottom +------------+------------+------------+------------+------------+
//
// goal is to measure the area covered by '.' in each pixel
// if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
// @TODO: maybe test against sy1 rather than y_bottom?
if (y_crossing > y_bottom)
y_crossing = y_bottom;
sign = e->direction;
// area of the rectangle covered from y0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
step = sign * dy;
// area of the rectangle covered from sy0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);
// check if final y_crossing is blown up; no test case for this
if (y_final > y_bottom) {
int denom = (x2 - (x1+1));
y_final = y_bottom;
if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)
dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom
}
}
// in second pixel, area covered by line segment found in first pixel
// is always a rectangle 1 wide * the height of that line segment; this
// is exactly what the variable 'area' stores. it also gets a contribution
// from the line segment within it. the THIRD pixel will get the first
// pixel's rectangle contribution, the second pixel's rectangle contribution,
// and its own contribution. the 'own contribution' is the same in every pixel except
// the leftmost and rightmost, a trapezoid that slides down in each pixel.
// the second pixel's contribution to the third pixel will be the
// rectangle 1 wide times the height change in the second pixel, which is dy.
step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
// which multiplied by 1-pixel-width is how much pixel area changes for each step in x
// so the area advances by 'step' every time
for (x = x1+1; x < x2; ++x) {
scanline[x] += area + step/2;
scanline[x] += area + step/2; // area of trapezoid is 1*step/2
area += step;
}
y_crossing += dy * (x2 - (x1+1));
STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
STBTT_assert(sy1 > y_final-0.01f);
STBTT_assert(STBTT_fabs(area) <= 1.01f);
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
// area covered in the last pixel is the rectangle from all the pixels to the left,
// plus the trapezoid filled by the line segment in this pixel all the way to the right edge
scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
// the rest of the line is filled based on the total height of the line segment in this pixel
scanline_fill[x2] += sign * (sy1-sy0);
}
} else {
@@ -3075,6 +3240,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
// clipping logic. since this does not match the intended use
// of this library, we use a different, very slow brute
// force implementation
// note though that this does happen some of the time because
// x_top and x_bottom can be extrapolated at the top & bottom of
// the shape and actually lie outside the bounding box
int x;
for (x=0; x < len; ++x) {
// cases:
@@ -3989,6 +4157,7 @@ static float stbtt__oversample_shift(int oversample)
STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k;
int missing_glyph_added = 0;
k=0;
for (i=0; i < num_ranges; ++i) {
@@ -4000,7 +4169,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
int x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
if (glyph == 0 && spc->skip_missing) {
if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {
rects[k].w = rects[k].h = 0;
} else {
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
@@ -4010,6 +4179,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
&x0,&y0,&x1,&y1);
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
if (glyph == 0)
missing_glyph_added = 1;
}
++k;
}
@@ -4044,7 +4215,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info
// rects array must be big enough to accommodate all characters in the given ranges
STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k, return_value = 1;
int i,j,k, missing_glyph = -1, return_value = 1;
// save current values
int old_h_over = spc->h_oversample;
@@ -4109,6 +4280,13 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const
bc->yoff = (float) y0 * recip_v + sub_y;
bc->xoff2 = (x0 + r->w) * recip_h + sub_x;
bc->yoff2 = (y0 + r->h) * recip_v + sub_y;
if (glyph == 0)
missing_glyph = j;
} else if (spc->skip_missing) {
return_value = 0;
} else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {
ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];
} else {
return_value = 0; // if any fail, report failure
}
@@ -4132,7 +4310,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect
STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
{
stbtt_fontinfo info;
int i,j,n, return_value; // [DEAR IMGUI] removed = 1
int i, j, n, return_value; // [DEAR IMGUI] removed = 1;
//stbrp_context *context = (stbrp_context *) spc->pack_info;
stbrp_rect *rects;
@@ -4301,15 +4479,14 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
float y_frac;
int winding = 0;
orig[0] = x;
//orig[1] = y; // [DEAR IMGUI] commented double assignment
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);
if (y_frac < 0.01f)
y += 0.01f;
else if (y_frac > 0.99f)
y -= 0.01f;
orig[0] = x;
orig[1] = y;
// test a ray from (-infinity,y) to (x,y)
@@ -4371,7 +4548,7 @@ static float stbtt__cuberoot( float x )
return (float) STBTT_pow( x,1.0f/3.0f);
}
// x^3 + c*x^2 + b*x + a = 0
// x^3 + a*x^2 + b*x + c = 0
static int stbtt__solve_cubic(float a, float b, float c, float* r)
{
float s = -a / 3;
@@ -4410,12 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
int w,h;
unsigned char *data;
// if one scale is 0, use same scale for both
if (scale_x == 0) scale_x = scale_y;
if (scale_y == 0) {
if (scale_x == 0) return NULL; // if both scales are 0, return NULL
scale_y = scale_x;
}
if (scale == 0) return NULL;
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
@@ -4481,18 +4653,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
for (i=0; i < num_verts; ++i) {
float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
// check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve
float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (verts[i].type == STBTT_vline) {
float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
// coarse culling against bbox
//if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
// sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
STBTT_assert(i != 0);
if (dist < min_dist) {
// check position along line
@@ -4519,7 +4690,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float ax = x1-x0, ay = y1-y0;
float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
float mx = x0 - sx, my = y0 - sy;
float res[3],px,py,t,it;
float res[3] = {0.f,0.f,0.f};
float px,py,t,it,dist2;
float a_inv = precompute[i];
if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
float a = 3*(ax*bx + ay*by);
@@ -4546,6 +4718,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float d = (mx*ax+my*ay) * a_inv;
num = stbtt__solve_cubic(b, c, d, res);
}
dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
t = res[0], it = 1.0f - t;
px = it*it*x0 + 2*t*it*x1 + t*t*x2;
@@ -4805,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const
// FULL VERSION HISTORY
//
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix
-48
View File
@@ -1,48 +0,0 @@
#pragma once
#include "Scene\SceneBuilder.h"
#include "Scene\Scene.h"
#include "Scenes\MainScene.hpp"
#include "Scenes\TestScene2.hpp"
//#include "Logging\Logger.h"
enum LasEscenas
{
mainMenu = 0, nivel1
};
class GameScenes : public UE::SceneBuilder
{
public:
GameScenes()
{
}
UE::Scene* InstanciateScene(int sceneID) override
{
switch (sceneID)
{
case LasEscenas::mainMenu:
{
UE::Scene* sc = new MainScene("Main");
return sc;
break;
}
case LasEscenas::nivel1:
{
UE::Scene* sc = new TestScene2("Test2");
return sc;
break;
}
default:
return nullptr;
break;
}
}
};
+51 -39
View File
@@ -1,23 +1,23 @@
#include <iostream>
#include <glm\glm.hpp>
#include <glm/glm.hpp>
#include <ImGui\imgui.h>
#include <ImGui\imgui_impl_sdl.h>
#include <ImGui\imgui_impl_opengl3.h>
#include <ImGui/imgui.h>
#include <ImGui/imgui_impl_sdl.h>
#include <ImGui/imgui_impl_opengl3.h>
#include "UberGame1.h"
#include "GameScenes.hpp"
#include "Engine.h"
#include "UberEngine.h"
#include "Scenes\MainScene.hpp"
#include "Scenes\TestScene2.hpp"
#include "Scenes/MainScene.hpp"
#include "Scenes/TestScene2.hpp"
static bool _quit = false;
void Init();
int Init();
void Load();
void Loop();
void Clean();
@@ -25,7 +25,9 @@ void Clean();
int main(int argc, char* args[])
{
Init();
//Si falla la inicialización, terminamos el juego.
if(Init() < 0) { return -1; }
Load();
Loop();
Clean();
@@ -33,25 +35,28 @@ int main(int argc, char* args[])
return 0;
}
void Init()
int Init()
{
UE::Logger::InitLogger();
Game::InitGame();
if(UE::Engine::Init() < 0)
{
GAME_LOG_CRITICAL("No se ha podido cargar el motor.");
return -1;
}
return 0;
}
void Load()
{
Game::GetAssetManager()->LoadAssetsFromFile("resources\\AssetList\\MainAssets.json");
Game::GetAssetManager()->ProcessAssetQueue();
UE::Engine::GetAssetManager()->LoadAssetsFromFile("resources/AssetList/MainAssets.json");
UE::Engine::GetAssetManager()->ProcessAssetQueue();
//Cargamos la escena que queramos tras tener todos los Assets pertinentes cargados.
//Si la escena contiene su propio AssetManager y los carga ella misma, no ser� necesario.
//Game::GetSceneManager()->LoadScene("Main");
Game::GetSceneManager()->NewLoadScene(LasEscenas::mainMenu);
UE::Engine::GetSceneManager()->LoadScene(new MainScene());
UE::Engine::GetSceneManager()->SwitchScene("MainScene");
}
@@ -83,10 +88,17 @@ void Loop()
#pragma endregion
//Almacenamos el renderer para ya tenerlo por aquí.
UE::Renderer* UE_Renderer = UE::Engine::GetRenderer();
while (!_quit)
{
UE::Time::StartFrame();
//Almacenamos la escena actual.
UE::Scene* currentScene = UE::Engine::GetSceneManager()->GetCurrentScenePtr();
//TEMP Event Handler:
SDL_Event eventHandler;
while (SDL_PollEvent(&eventHandler) != 0)
@@ -98,25 +110,25 @@ void Loop()
if (io.WantCaptureMouse) { continue; }
Game::GetSceneManager()->GetActiveScenePtr()->SceneHandleEvents(&eventHandler);
currentScene->SceneHandleEvents(&eventHandler);
if (eventHandler.type == SDL_QUIT)
{
_quit = true;
}
if (eventHandler.type == SDL_WINDOWEVENT && eventHandler.window.event == SDL_WINDOWEVENT_RESIZED)
{
//GAME_LOG_CRITICAL("Window Size chaged {0}x{1}", eventHandler.window.data1, eventHandler.window.data2);
Game::GetRenderer()->SetScreenSize(eventHandler.window.data1, eventHandler.window.data2);
GAME_LOG_INFO("Window Size chaged {0}x{1}", eventHandler.window.data1, eventHandler.window.data2);
UE_Renderer->SetScreenSize(eventHandler.window.data1, eventHandler.window.data2);
}
if (eventHandler.type == SDL_KEYDOWN)
{
switch (eventHandler.key.keysym.sym)
{
case SDLK_1:
Game::GetSceneManager()->NewLoadScene(LasEscenas::mainMenu);
UE::Engine::GetSceneManager()->LoadAndSwitchScene(new MainScene());
break;
case SDLK_2:
Game::GetSceneManager()->NewLoadScene(LasEscenas::nivel1);
UE::Engine::GetSceneManager()->LoadAndSwitchScene(new TestScene2());
break;
default:
break;
@@ -134,32 +146,34 @@ void Loop()
GAME_LOG_TRACE("FPS: NULL / dT: {1}", UE::Time::deltaTime);
}
UE::Camera* cam = UE_Renderer->GetCamera();
if (keyStates[SDL_SCANCODE_W])
{
glm::ivec2 camPos = Game::GetRenderer()->GetCamPosition();
glm::ivec2 camPos = cam->GetPosition();
camPos.y -= 5;
Game::GetRenderer()->SetCamPosition(camPos.x, camPos.y);
cam->SetPosition(camPos.x, camPos.y);
}
if (keyStates[SDL_SCANCODE_S])
{
glm::ivec2 camPos = Game::GetRenderer()->GetCamPosition();
glm::ivec2 camPos = cam->GetPosition();
camPos.y += 5;
Game::GetRenderer()->SetCamPosition(camPos.x, camPos.y);
cam->SetPosition(camPos.x, camPos.y);
}
if (keyStates[SDL_SCANCODE_D])
{
glm::ivec2 camPos = Game::GetRenderer()->GetCamPosition();
glm::ivec2 camPos = cam->GetPosition();
camPos.x += 5;
Game::GetRenderer()->SetCamPosition(camPos.x, camPos.y);
cam->SetPosition(camPos.x, camPos.y);
}
if (keyStates[SDL_SCANCODE_A])
{
glm::ivec2 camPos = Game::GetRenderer()->GetCamPosition();
glm::ivec2 camPos = cam->GetPosition();
camPos.x -= 5;
Game::GetRenderer()->SetCamPosition(camPos.x, camPos.y);
cam->SetPosition(camPos.x, camPos.y);
}
Game::GetSceneManager()->GetActiveScenePtr()->SceneUpdate();
currentScene->SceneUpdate();
//Game::GetRenderer()->QueueDrawCall(4, DestR2, test1);
//Game::GetRenderer()->QueueDrawCall(1, DestR, background);
@@ -170,20 +184,20 @@ void Loop()
//
//Iniciamos un nuevo Frame.
Game::GetRenderer()->NewFrame();
UE_Renderer->NewFrame();
//Renderiza la escena.
Game::GetSceneManager()->GetActiveScenePtr()->SceneRender();
currentScene->SceneRender();
//As� podemos renderizar cosas de ImGui cuando estemos entre NewFrame y EndFrame.
bool show = true;
ImGui::ShowDemoWindow(&show);
//Dibuja las cosas del Renderer.
Game::GetRenderer()->RenderData();
UE_Renderer->RenderData();
//Terminamos el Frame.
Game::GetRenderer()->EndFrame();
UE_Renderer->EndFrame();
UE::Time::EndFrame();
@@ -194,7 +208,5 @@ void Loop()
void Clean()
{
Game::CleanGame();
SDL_Quit();
UE::Engine::Clean();
}
+35 -19
View File
@@ -1,15 +1,16 @@
//#include "UberEngine.h"
#pragma once
#include "Scene\Scene.h"
#include "Render\Renderer.h"
#include "Assets\AssetManager.h"
#include "Logging\Logger.h"
#include "Engine.h"
#include "Scene/Scene.h"
#include "Render/Renderer.h"
#include "Assets/AssetManager.h"
#include "Logging/Logger.h"
#include "Drawables\Sprite.h"
#include "Drawables\TextBox.h"
#include "Drawables/Sprite.h"
#include "Drawables/TextBox.h"
#include "Time\Time.h"
#include "Time/Time.h"
#include <iostream>
@@ -17,43 +18,58 @@
#include <SDL.h>
#include <SDL_ttf.h>
#include <ImGui\imgui.h>
#include <ImGui/imgui.h>
class MainScene : public UE::Scene
{
public:
MainScene(std::string sceneName) : Scene(sceneName) {}
MainScene() : Scene("MainScene")
{
//_sceneName = "MainScene";
}
void SceneLoad() override
{
UE_LOG_INFO("Escena {0} ha sido cargada", _sceneName);
UE::AssetManager* as = Game::GetAssetManager();
//Configuramos las cosas del Renderer.
//UE::Engine::GetRenderer()->SetCamPosition(150, 25);
SDL_Color newColor{40, 160, 195, 255};
UE::Engine::GetRenderer()->SetDrawingColor(newColor);
UE::AssetManager* as = UE::Engine::GetAssetManager();
UE::Texture* test1Texture = as->getTexture("test1");
UE::Sprite sp1(test1Texture, 0, 2, glm::vec2(55, 60), glm::vec2(100, 100));
UE::Sprite sp2(test1Texture, 0, 1, glm::vec2(50, 45), glm::vec2(145, 145));
UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), Game::GetRenderer()->GetScreenSize());
UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), UE::Engine::GetRenderer()->GetScreenSize());
UE::Sprite mapSP(as->getTexture("PruebaMap"), 0, 2, glm::vec2(50, 45), glm::vec2(145, 145));
UE::Sprite mapSP(as->getTexture("PruebaMap"), 1, 2, glm::vec2(50, 45), glm::vec2(145, 145));
UE::Sprite default1;
sprites.push_back(sp1);
sprites.push_back(sp2);
sprites.push_back(bg);
sprites.push_back(mapSP);
sprites.push_back(default1);
UE::Font* OP_Regular = as->GetFont("OpenSans_Regular");
//TTF_Font* OP_Bold = as->GetFont("OpenSans_Bold");
UE::TextBox text1(OP_Regular);
//UE::TextBox text2(OP_Bold, "Otro texto");
//UE::TextBox(OP_Regular)
texts.push_back(text1);
texts.push_back(text1); //Copiamos el text1.
//texts.emplace_back(OP_Regular); //Construimos el text1.
//texts.push_back(text2);
}
@@ -62,9 +78,9 @@ public:
//UE_LOG_INFO("Escena {0} UPDATE", _sceneName);
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
glm::vec2 screenSize = Game::GetRenderer()->GetScreenSize();
glm::vec2 screenSize = UE::Engine::GetRenderer()->GetScreenSize();
UE::Sprite& sp1 = sprites.at(0);
glm::vec2 pos = sp1.GetPosition();
@@ -78,11 +94,11 @@ public:
void SceneRender() override
{
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
for (UE::Sprite& sp : sprites)
{
//Si el obj. no está activo, lo saltamos.
//Si el obj. no est� activo, lo saltamos.
if (sp.IsActive())
{
renderer->Render(sp);
@@ -210,7 +226,7 @@ private:
{
sp.SetTextureRect(textRect);
}
//Añadir un input para modificar la layer.
//A�adir un input para modificar la layer.
}
@@ -236,7 +252,7 @@ private:
void AssetMngGUI()
{
UE::AssetManager* asmng = Game::GetAssetManager();
UE::AssetManager* asmng = UE::Engine::GetAssetManager();
ImGui::Begin("Asset Manager Inspector", &assetMngGUI);
+29 -19
View File
@@ -1,13 +1,14 @@
#pragma once
#include "Scene\Scene.h"
#include "Render\Renderer.h"
#include "Logging\Logger.h"
#include "Scene/Scene.h"
#include "Render/Renderer.h"
#include "Logging/Logger.h"
#include "Assets\AssetManager.h"
#include "Assets\Texture.h"
#include "Assets/AssetManager.h"
#include "Assets/Texture.h"
#include "Drawables\Sprite.h"
#include "Drawables/Sprite.h"
#include "Render/Camera.h"
#include <iostream>
@@ -18,7 +19,12 @@ class TestScene2 : public UE::Scene
{
public:
TestScene2(std::string sceneName) : Scene(sceneName) {}
UE::Camera sceneCam;
TestScene2() : Scene("TestScene")
{
//_sceneName = "TestScene";
}
void SceneLoad() override
{
@@ -26,8 +32,11 @@ public:
srand(255);
UE::AssetManager* as = Game::GetAssetManager();
glm::ivec2 screenSize = UE::Engine::GetRenderer()->GetScreenSize();
sceneCam = UE::Camera(0, 0, screenSize.x, screenSize.y);
UE::Engine::GetRenderer()->SetCamera(&sceneCam);
UE::AssetManager* as = UE::Engine::GetAssetManager();
UE::Texture* tx = as->getTexture("PruebaMap");
for (int y = 0; y < vAmount; y++)
@@ -39,7 +48,7 @@ public:
glm::vec2 size(100, 100);
glm::vec2 pos = size * i;
UE::Sprite sp(tx, rand()%5, 1, pos, size);
UE::Sprite sp(tx, (rand()%4)+1, 1, pos, size);
sprites.push_back(sp);
}
@@ -55,11 +64,11 @@ public:
void SceneRender() override
{
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
for (UE::Sprite& sp : sprites)
{
//Si el obj. no está activo, lo saltamos.
//Si el obj. no est� activo, lo saltamos.
if (sp.IsActive())
{
renderer->Render(sp);
@@ -85,9 +94,9 @@ public:
}
if (event->type == SDL_MOUSEBUTTONDOWN)
{
UE::Renderer* rend = Game::GetRenderer();
UE::Renderer* rend = UE::Engine::GetRenderer();
glm::ivec2 mPos(event->button.x, event->button.y);
glm::ivec2 wPos = rend->ScreenToWorldCoords(mPos);
glm::ivec2 wPos = rend->GetCamera()->ScreenToWorldCoords(mPos);
GAME_LOG_TRACE("Posicion del raton: \n\tPantalla: {0}x{1}, Mundo: {2}x{3}: ", mPos.x, mPos.y, wPos.x, wPos.y);
ModificarSprite(wPos);
}
@@ -105,13 +114,14 @@ private:
{
SDL_Rect mouseRect = { wPos.x, wPos.y, 2, 2 };
//Esto hay que optimizarlo calculando el ID con la posición del ratón.
for (int i = 0; i < sprites.size(); i++)
{
UE::Sprite& sp = sprites.at(i);
if (SDL_HasIntersection(&mouseRect, &sp.getPositionRect()))
SDL_Rect sp_Pos = sp.GetTransformRect();
if (SDL_HasIntersection(&mouseRect, &sp_Pos))
{
int i = rand() % 5;
int i = rand() % 4 +1;
sp.SetTextureRect(i);
break;
}
@@ -179,7 +189,7 @@ private:
{
sp.SetTextureRect(textRect);
}
//Añadir un input para modificar la layer.
//A�adir un input para modificar la layer.
}
@@ -191,8 +201,8 @@ private:
}
private:
const int vAmount = 10;
const int hAmount = 10;
const int vAmount = 128;
const int hAmount = 128;
std::vector<UE::Sprite> sprites = {};
-49
View File
@@ -1,49 +0,0 @@
#include "UberGame1.h"
#include "Logging\Logger.h"
#include "Render\Renderer.h"
#include "Assets\AssetManager.h"
#include "Scene\SceneManager.h"
#include "Scene\SceneBuilder.h"
#include "GameScenes.hpp"
//Sobrecarga de SceneBuilder que devuelve las escenas correctas para este juego.
//#include "GameScenes.hpp"
UE::Renderer* Game::mainRenderer;
UE::AssetManager* Game::asManager;
UE::SceneManager* Game::scManager;
GameScenes Game::_sceneBuilder;
void Game::InitGame()
{
mainRenderer = new UE::Renderer(640, 480, 5);
mainRenderer->InitRenderer();
UE_LOG_INFO("Renderer Created.");
asManager = new UE::AssetManager(mainRenderer->GetSDLRenderer());
asManager->InitAssetManager();
UE_LOG_INFO("AssetManager Created.");
//Creamos el SceneBuilder de este juego.
_sceneBuilder = GameScenes();
scManager = new UE::SceneManager();
scManager->InitSceneManager(&_sceneBuilder);
}
void Game::CleanGame()
{
asManager->CleanAssetManager();
delete asManager;
mainRenderer->CleanRenderer();
delete mainRenderer;
scManager->CleanSceneManager();
delete scManager;
}
-30
View File
@@ -1,30 +0,0 @@
#pragma once
namespace UE
{
class Renderer;
class AssetManager;
class SceneManager;
class SceneBuilder;
}
class GameScenes;
class Game
{
public:
static void InitGame();
static void CleanGame();
inline static UE::Renderer* GetRenderer() { return mainRenderer; }
inline static UE::AssetManager* GetAssetManager() { return asManager; }
inline static UE::SceneManager* GetSceneManager() { return scManager; }
private:
static UE::Renderer* mainRenderer;
static UE::AssetManager* asManager;
static UE::SceneManager* scManager;
static GameScenes _sceneBuilder;
};
+1
View File
@@ -0,0 +1 @@
null.o: /dev/null
BIN
View File
Binary file not shown.
Binary file not shown.
+40 -23
View File
@@ -6,13 +6,14 @@ GameName = "UberGame1"
workspace (""..GameName.."")
configurations {"Debug", "Release"}
configurations { "Debug", "Release" }
architecture "x64"
project (""..GameName.."")
kind "ConsoleApp"
language "C++"
cppdialect "C++17"
location ""
@@ -38,47 +39,63 @@ project (""..GameName.."")
-- "UberEngine/vendor/glm",
-- "UberEngine/vendor/ImGui",
-- "UberEngine/vendor/json", --Header-Only
"UberEngine/vendor/SDL/include",
"UberEngine/vendor/SDL2_image/include",
"UberEngine/vendor/SDL2_ttf/include",
"UberEngine/vendor/spdlog/include",
"UberEngine/vendor",
"UberEngine/src"
}
libdirs { "UberEngine/vendor/SDL/lib/x64", "UberEngine/vendor/SDL2_image/lib/x64", "UberEngine/vendor/SDL2_ttf/lib/x64" }
links { "opengl32.lib", "SDL2.lib", "SDL2main.lib", "SDL2_image.lib", "SDL2_ttf.lib" }
filter "system:windows"
cppdialect "C++17"
systemversion "latest"
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
--libdirs { "UberEngine/vendor/SFML/lib/Debug" }
--links { "sfml-audio-d.lib", "sfml-graphics-d.lib", "sfml-network-d.lib", "sfml-main-d.lib", "sfml-system-d.lib", "sfml-window-d.lib" }
postbuildcommands
{
"xcopy UberEngine\\vendor\\SDL\\lib\\x64\\*.dll bin\\Debug\\ /y /f",
"xcopy UberEngine\\vendor\\SDL2_image\\lib\\x64\\*.dll bin\\Debug\\ /y /f",
"xcopy UberEngine\\vendor\\SDL2_ttf\\lib\\x64\\*.dll bin\\Debug\\ /y /f",
"xcopy resources\\ bin\\Debug\\resources\\ /e /y /f"
"{COPYDIR} UberEngine/vendor/SDL/lib/x64/*.dll bin/Debug/",
"{COPYDIR} UberEngine/vendor/SDL2_image/lib/x64/*.dll bin/Debug/",
"{COPYDIR} UberEngine/vendor/SDL2_ttf/lib/x64/*.dll bin/Debug/",
"{COPYDIR} resources/ bin/Debug/resources/"
}
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
--libdirs { "UberEngine/vendor/SFML/lib/Release" }
--links { "sfml-audio.lib", "sfml-graphics.lib", "sfml-network.lib", "sfml-main.lib", "sfml-system.lib", "sfml-window.lib" }
postbuildcommands
{
"xcopy UberEngine\\vendor\\SDL\\lib\\x64\\*.dll bin\\Release\\ /y /f",
"xcopy UberEngine\\vendor\\SDL2_image\\lib\\x64\\*.dll bin\\Release\\ /y /f",
"xcopy UberEngine\\vendor\\SDL2_ttf\\lib\\x64\\*.dll bin\\Release\\ /y /f",
"xcopy resources\\ bin\\Release\\resources\\ /e /y /f"
"{COPYDIR} UberEngine/vendor/SDL/lib/x64/*.dll bin/Release/",
"{COPYDIR} UberEngine/vendor/SDL2_image/lib/x64/*.dll bin/Release/",
"{COPYDIR} UberEngine/vendor/SDL2_ttf/lib/x64/*.dll bin/Release/",
"{COPYDIR} resources/ bin/Release/resources/"
}
-------------------------------------------------
-- Opciones de Windows.
-------------------------------------------------
filter "system:windows"
systemversion "latest"
includedirs
{
"UberEngine/vendor/SDL/include",
"UberEngine/vendor/SDL2_image/include",
"UberEngine/vendor/SDL2_ttf/include",
}
libdirs { "UberEngine/vendor/SDL/lib/x64", "UberEngine/vendor/SDL2_image/lib/x64", "UberEngine/vendor/SDL2_ttf/lib/x64" }
links { "opengl32.lib", "SDL2.lib", "SDL2main.lib", "SDL2_image.lib", "SDL2_ttf.lib" }
defines { "SDL_VIDEO_DRIVER_WINDOWS" }
-------------------------------------------------
-- Opciones de Linux.
-------------------------------------------------
filter "system:linux"
includedirs
{
"/usr/include/SDL2/"
}
links { "SDL2", "SDL2main", "SDL2_image", "SDL2_ttf", "dl", "GL", "GLEW"}
defines { "SDL_VIDEO_DRIVER_X11" }
+10
View File
@@ -1,5 +1,10 @@
{
"Textures": [
{
"name": "default",
"Path": "resources/Sprites/Data/TX_default.json",
"Type": 0
},
{
"name": "bg1",
"Path": "resources/Sprites/Data/TX_bg1.json",
@@ -37,6 +42,11 @@
}
],
"Fonts": [
{
"name": "default",
"Path": "resources/AssetsData/FontsData/OpenSansRegular.json",
"Type": 1
},
{
"name": "OpenSans_Regular",
"Path": "resources/AssetsData/FontsData/OpenSansRegular.json",
-12
View File
@@ -1,17 +1,5 @@
{
"TexturePath": "resources/Sprites/Textures/Player.png",
"TextureRects": [
{
"posX": 0,
"posY": 0,
"sizeX": 16,
"sizeY": 16
},
{
"posX": 16,
"posY": 0,
"sizeX": 16,
"sizeY": 16
}
]
}
-6
View File
@@ -1,12 +1,6 @@
{
"TexturePath": "resources/Sprites/Textures/bc.png",
"TextureRects": [
{
"posX": 0,
"posY": 0,
"sizeX": 320,
"sizeY": 240
},
{
"posX": 80,
"posY": 60,
+5
View File
@@ -0,0 +1,5 @@
{
"TexturePath": "resources/Sprites/Textures/noTexture.png",
"TextureRects": [
]
}
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