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https://github.com/Mauler125/r5sdk.git
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Thirdparty: upgrade Dear ImGui to 1.91.8
This commit is contained in:
@@ -193,7 +193,7 @@ Dear ImGui
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// The MIT License (MIT)
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//
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// Copyright (c) 2014-2024 Omar Cornut
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// Copyright (c) 2014-2025 Omar Cornut
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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@@ -441,7 +441,7 @@ void CBrowser::HiddenServersModal(void)
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ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.00f, 0.00f, 0.00f, 0.00f)); // Override the style color for child bg.
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ImGui::BeginChild("##HiddenServersConnectModal_IconParent", ImVec2(float(m_lockedIconDataResource.m_nWidth), float(m_lockedIconDataResource.m_nHeight)));
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ImGui::Image(m_lockedIconShaderResource, ImVec2(float(m_lockedIconDataResource.m_nWidth), float(m_lockedIconDataResource.m_nHeight))); // Display texture.
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ImGui::Image((ImTextureID)(intptr_t)m_lockedIconShaderResource, ImVec2(float(m_lockedIconDataResource.m_nWidth), float(m_lockedIconDataResource.m_nHeight))); // Display texture.
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ImGui::EndChild();
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ImGui::PopStyleColor(); // Pop the override for the child bg.
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@@ -506,7 +506,7 @@ static void AddHint(const ConVarFlags::FlagDesc_t& cvarInfo, const vector<MODULE
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const int hintTexIdx = GetFlagTextureIndex(cvarInfo.bit);
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const MODULERESOURCE& hintRes = flagIconHandles[hintTexIdx];
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ImGui::Image(hintRes.m_idIcon, ImVec2(float(hintRes.m_nWidth), float(hintRes.m_nHeight)));
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ImGui::Image((ImTextureID)(intptr_t)hintRes.m_idIcon, ImVec2(float(hintRes.m_nWidth), float(hintRes.m_nHeight)));
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ImGui::SameLine();
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ImGui::TextEx(cvarInfo.shortdesc, nullptr, ImGuiTextFlags_NoWidthForLargeClippedText);
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};
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@@ -549,7 +549,7 @@ void CConsole::DrawAutoCompletePanel(void)
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const int mainTexIdx = GetFlagTextureIndex(suggest.flags);
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const MODULERESOURCE& mainRes = m_vecFlagIcons[mainTexIdx];
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ImGui::Image(mainRes.m_idIcon, ImVec2(float(mainRes.m_nWidth), float(mainRes.m_nHeight)));
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ImGui::Image((ImTextureID)(intptr_t)mainRes.m_idIcon, ImVec2(float(mainRes.m_nWidth), float(mainRes.m_nHeight)));
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// Show a more detailed description of the flag when user hovers over the texture.
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if (ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly) &&
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+134
-108
@@ -3,7 +3,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -15,12 +16,15 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
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// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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@@ -81,7 +85,7 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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}
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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@@ -93,29 +97,50 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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device_ctx->RSSetViewports(1, &vp);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
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{
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
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}
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// Setup shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(bd->pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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ctx->GSSetShader(nullptr, nullptr, 0);
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ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->IASetInputLayout(bd->pInputLayout);
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device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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device_ctx->GSSetShader(nullptr, nullptr, 0);
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device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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ctx->RSSetState(bd->pRasterizerState);
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device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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device_ctx->RSSetState(bd->pRasterizerState);
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}
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// Render function
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@@ -126,7 +151,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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return;
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
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ID3D11DeviceContext* device = bd->pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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@@ -159,44 +184,22 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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// Upload vertex/index data into a single contiguous GPU buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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ctx->Unmap(bd->pVB, 0);
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ctx->Unmap(bd->pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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ctx->Unmap(bd->pVertexConstantBuffer, 0);
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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device->Unmap(bd->pVB, 0);
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device->Unmap(bd->pIB, 0);
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX11_STATE
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@@ -225,26 +228,35 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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};
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BACKUP_DX11_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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device->RSGetViewports(&old.ViewportsCount, old.Viewports);
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device->RSGetState(&old.RS);
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device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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device->PSGetShaderResources(0, 1, &old.PSShaderResource);
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device->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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device->IAGetInputLayout(&old.InputLayout);
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// Setup desired DX state
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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ImGui_ImplDX11_SetupRenderState(draw_data, device);
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// Setup render state structure (for callbacks and custom texture bindings)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX11_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.DeviceContext = bd->pd3dDeviceContext;
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render_state.SamplerDefault = bd->pFontSampler;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -253,18 +265,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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ImGui_ImplDX11_SetupRenderState(draw_data, device);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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@@ -276,36 +288,37 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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// Apply scissor/clipping rectangle
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const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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ctx->RSSetScissorRects(1, &r);
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device->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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device->PSSetShaderResources(0, 1, &texture_srv);
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device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = nullptr;
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
@@ -352,21 +365,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
}
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
static void ImGui_ImplDX11_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (bd->pFontTextureView)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
bd->pFontTextureView->Release();
|
||||
bd->pFontTextureView = nullptr;
|
||||
ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -518,6 +526,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
@@ -529,8 +553,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_DestroyFontsTexture();
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
@@ -545,6 +570,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -593,7 +619,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
+17
-2
@@ -3,7 +3,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -19,14 +20,28 @@
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
struct ID3D11SamplerState;
|
||||
struct ID3D11Buffer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplDX11_RenderState
|
||||
{
|
||||
ID3D11Device* Device;
|
||||
ID3D11DeviceContext* DeviceContext;
|
||||
ID3D11SamplerState* SamplerDefault;
|
||||
ID3D11Buffer* VertexConstantBuffer;
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
+27
-8
@@ -3,6 +3,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -22,6 +24,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@@ -65,6 +69,16 @@
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
// [Debugging]
|
||||
//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
#include <stdio.h>
|
||||
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
|
||||
#else
|
||||
#define GL_CALL(_CALL) _CALL // Call without error check
|
||||
#endif
|
||||
|
||||
// OpenGL data
|
||||
struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
GLuint FontTexture;
|
||||
@@ -83,6 +97,7 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
@@ -108,10 +123,12 @@ void ImGui_ImplOpenGL2_Shutdown()
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
@@ -148,7 +165,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
@@ -188,16 +205,16 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
@@ -205,7 +222,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -259,6 +276,8 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -24,6 +26,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
|
||||
+84
-25
@@ -6,9 +6,9 @@
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [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: 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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -21,6 +21,18 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
|
||||
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
|
||||
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
|
||||
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
|
||||
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
|
||||
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
|
||||
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
|
||||
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
|
||||
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
|
||||
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
|
||||
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
|
||||
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
@@ -90,9 +102,12 @@
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#ifdef __APPLE__
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten/em_js.h>
|
||||
#endif
|
||||
|
||||
#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
|
||||
@@ -100,11 +115,15 @@
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#if SDL_HAS_VULKAN
|
||||
#include <SDL_vulkan.h>
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
@@ -135,7 +154,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
@@ -144,13 +163,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
@@ -163,8 +182,11 @@ static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
|
||||
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
|
||||
{
|
||||
IM_UNUSED(scancode);
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
@@ -286,6 +308,7 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
default: break;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -299,6 +322,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
}
|
||||
|
||||
// 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, 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.
|
||||
@@ -306,13 +335,16 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// 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)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
|
||||
return false;
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
@@ -320,6 +352,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||||
float wheel_x = -event->wheel.preciseX;
|
||||
@@ -328,7 +362,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
float wheel_x = -(float)event->wheel.x;
|
||||
float wheel_y = (float)event->wheel.y;
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
@@ -338,6 +372,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
|
||||
return false;
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
@@ -353,20 +389,28 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
|
||||
return false;
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
return false;
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||||
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 (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
return false;
|
||||
// - 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,
|
||||
@@ -396,9 +440,14 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
||||
#endif
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
@@ -420,13 +469,18 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
platform_io.Platform_ClipboardUserData = nullptr;
|
||||
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
|
||||
#endif
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
@@ -446,6 +500,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
@@ -479,13 +534,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
(void)sdl_gl_context; // Unused in 'master' branch.
|
||||
return true;
|
||||
}
|
||||
|
||||
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, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
@@ -493,7 +548,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
@@ -501,22 +556,22 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
@@ -555,7 +610,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
@@ -611,7 +666,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
@@ -704,7 +759,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
@@ -715,6 +770,10 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
#if SDL_HAS_VULKAN
|
||||
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
|
||||
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
#endif
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
|
||||
+4
-3
@@ -5,9 +5,9 @@
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [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: 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 are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -27,6 +27,7 @@ struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
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);
|
||||
@@ -40,6 +41,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
+136
-101
@@ -4,9 +4,9 @@
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [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 VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [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 VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -16,31 +16,12 @@
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
#include "d3d11.h"
|
||||
|
||||
// Configuration flags to add in your imconfig.h file:
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
@@ -93,11 +74,40 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
@@ -123,12 +133,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
|
||||
{
|
||||
return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
|
||||
{
|
||||
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||
@@ -138,6 +152,7 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
@@ -157,10 +172,11 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
|
||||
// Dynamically load XInput library
|
||||
@@ -216,13 +232,11 @@ void ImGui_ImplWin32_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return false;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
@@ -254,49 +268,46 @@ static bool IsVkDown(int vk)
|
||||
return (::GetKeyState(vk) & 0x8000) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
||||
static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
|
||||
IM_UNUSED(native_scancode);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
|
||||
{
|
||||
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
|
||||
|
||||
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
@@ -316,11 +327,10 @@ static void ImGui_ImplWin32_UpdateMouseData()
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplWin32_UpdateGamepads()
|
||||
static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
||||
{
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
// return;
|
||||
|
||||
@@ -369,14 +379,16 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
IM_UNUSED(io);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
@@ -390,29 +402,32 @@ void ImGui_ImplWin32_NewFrame()
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMouseData();
|
||||
ImGui_ImplWin32_UpdateMouseData(io);
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
bd->LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
|
||||
}
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
ImGui_ImplWin32_UpdateGamepads(io);
|
||||
}
|
||||
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
|
||||
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
|
||||
|
||||
// Map VK_xxx to ImGuiKey_xxx.
|
||||
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
|
||||
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
return ImGuiKey_KeypadEnter;
|
||||
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_TAB: return ImGuiKey_Tab;
|
||||
@@ -461,7 +476,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case VK_ADD: return ImGuiKey_KeypadAdd;
|
||||
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case VK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
|
||||
case VK_LMENU: return ImGuiKey_LeftAlt;
|
||||
@@ -545,22 +559,10 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
// When implementing your own backend, 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, 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.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
#if 0
|
||||
// Copy this line into your .cpp file to forward declare the function.
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
// Helper to obtain the source of mouse messages.
|
||||
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
|
||||
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
@@ -570,21 +572,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
// When implementing your own backend, 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, 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.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
|
||||
// Copy either line into your .cpp file to forward declare the function:
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
||||
// We silently allow both context or just only backend data to be nullptr.
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
|
||||
// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
if (bd == nullptr)
|
||||
return 0;
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
case WM_NCMOUSEMOVE:
|
||||
{
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (bd->MouseTrackedArea != area)
|
||||
@@ -598,10 +619,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
break;
|
||||
return 0;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
break;
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
case WM_NCMOUSELEAVE:
|
||||
@@ -614,21 +635,31 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
break;
|
||||
return 0;
|
||||
}
|
||||
case WM_DESTROY:
|
||||
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
|
||||
{
|
||||
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
||||
::TrackMouseEvent(&tme_cancel);
|
||||
bd->MouseHwnd = nullptr;
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
return 0;
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
||||
::SetCapture(hwnd);
|
||||
::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMouseButtonEvent(button, true);
|
||||
@@ -639,7 +670,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
@@ -667,40 +698,37 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
if (wParam < 256)
|
||||
{
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
ImGui_ImplWin32_UpdateKeyModifiers(io);
|
||||
|
||||
// Obtain virtual key code
|
||||
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
|
||||
int vk = (int)wParam;
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
vk = IM_VK_KEYPAD_ENTER;
|
||||
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||
// Obtain virtual key code and convert to ImGuiKey
|
||||
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
|
||||
const int vk = (int)wParam;
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
|
||||
|
||||
// Submit individual left/right modifier events
|
||||
if (vk == VK_SHIFT)
|
||||
{
|
||||
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
}
|
||||
else if (vk == VK_CONTROL)
|
||||
{
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
}
|
||||
else if (vk == VK_MENU)
|
||||
{
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
@@ -710,7 +738,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
@@ -728,7 +756,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
@@ -902,4 +930,11 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
+3
-2
@@ -4,9 +4,9 @@
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [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 VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [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 VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -20,6 +20,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
|
||||
+2367
-483
File diff suppressed because it is too large
Load Diff
Vendored
+38
-18
@@ -1,5 +1,5 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
|
||||
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -9,7 +9,7 @@
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
@@ -21,50 +21,61 @@
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
|
||||
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
||||
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of 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/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.
|
||||
//#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).
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- 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)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//---- Enable Test Engine / Automation features.
|
||||
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||||
|
||||
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
|
||||
//#define IMGUI_USE_LEGACY_CRC32_ADLER
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// 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_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||||
|
||||
//---- 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.
|
||||
@@ -75,6 +86,15 @@
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
|
||||
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
|
||||
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
|
||||
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
@@ -105,7 +125,7 @@
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger
|
||||
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
@@ -113,10 +133,10 @@
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
void MyFunction(const char* name, MyMatrix44* mtx);
|
||||
}
|
||||
*/
|
||||
|
||||
Vendored
+2816
-1578
File diff suppressed because it is too large
Load Diff
Vendored
+809
-372
File diff suppressed because it is too large
Load Diff
Vendored
+781
-249
File diff suppressed because it is too large
Load Diff
+613
-581
File diff suppressed because it is too large
Load Diff
+238
-116
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.90.4
|
||||
// dear imgui, v1.91.8
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -24,8 +24,9 @@ Index of this file:
|
||||
*/
|
||||
|
||||
// Navigating this file:
|
||||
// - 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.
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Commentary
|
||||
@@ -227,9 +228,15 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
|
||||
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
|
||||
#pragma GCC diagnostic ignored "-Wstrict-overflow"
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
@@ -318,14 +325,21 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
IM_ASSERT(inner_width >= 0.0f);
|
||||
|
||||
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
|
||||
// FIXME: coarse clipping because access to table data causes two issues:
|
||||
// - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
|
||||
// - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
|
||||
// The side-effects of accessing table data on coarse clip would be:
|
||||
// - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
|
||||
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
|
||||
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
||||
const ImVec2 avail_size = GetContentRegionAvail();
|
||||
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f));
|
||||
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
||||
{
|
||||
ItemSize(outer_rect);
|
||||
ItemAdd(outer_rect, id);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -335,7 +349,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
|
||||
// Acquire storage for the table
|
||||
ImGuiTable* table = g.Tables.GetOrAddByKey(id);
|
||||
const ImGuiTableFlags table_last_flags = table->Flags;
|
||||
|
||||
// Acquire temporary buffers
|
||||
const int table_idx = g.Tables.GetIndex(table);
|
||||
@@ -353,6 +366,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// Initialize
|
||||
const int previous_frame_active = table->LastFrameActive;
|
||||
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
const ImGuiTableFlags previous_flags = table->Flags;
|
||||
table->ID = id;
|
||||
table->Flags = flags;
|
||||
table->LastFrameActive = g.FrameCount;
|
||||
@@ -360,6 +374,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->ColumnsCount = columns_count;
|
||||
table->IsLayoutLocked = false;
|
||||
table->InnerWidth = inner_width;
|
||||
table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent;
|
||||
temp_data->UserOuterSize = outer_size;
|
||||
|
||||
// Instance data (for instance 0, TableID == TableInstanceID)
|
||||
@@ -399,12 +414,13 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
|
||||
|
||||
// Reset scroll if we are reactivating it
|
||||
if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
|
||||
if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
|
||||
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0)
|
||||
SetNextWindowScroll(ImVec2(0.0f, 0.0f));
|
||||
|
||||
// Create scrolling region (without border and zero window padding)
|
||||
ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
|
||||
BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
|
||||
ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
|
||||
BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags);
|
||||
table->InnerWindow = g.CurrentWindow;
|
||||
table->WorkRect = table->InnerWindow->WorkRect;
|
||||
table->OuterRect = table->InnerWindow->Rect();
|
||||
@@ -428,6 +444,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// For non-scrolling tables, WorkRect == OuterRect == InnerRect.
|
||||
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
|
||||
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
|
||||
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
|
||||
}
|
||||
|
||||
// Push a standardized ID for both child-using and not-child-using tables
|
||||
@@ -450,16 +467,27 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
|
||||
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
|
||||
// Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
|
||||
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
|
||||
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
|
||||
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
// FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
|
||||
// it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
|
||||
// different x/y values to BeginChild().
|
||||
if (flags & ImGuiTableFlags_BordersOuterV)
|
||||
{
|
||||
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
|
||||
if (inner_window->DecoOuterSizeX2 == 0.0f)
|
||||
table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x);
|
||||
}
|
||||
if (flags & ImGuiTableFlags_BordersOuterH)
|
||||
{
|
||||
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
|
||||
if (inner_window->DecoOuterSizeY2 == 0.0f)
|
||||
table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y);
|
||||
}
|
||||
}
|
||||
|
||||
// Padding and Spacing
|
||||
@@ -487,7 +515,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
|
||||
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
|
||||
table->InnerClipRect.ClipWithFull(table->HostClipRect);
|
||||
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
|
||||
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y;
|
||||
|
||||
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
|
||||
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
|
||||
@@ -498,6 +526,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->DeclColumnsCount = table->AngledHeadersCount = 0;
|
||||
if (previous_frame_active + 1 < g.FrameCount)
|
||||
table->IsActiveIdInTable = false;
|
||||
table->AngledHeadersHeight = 0.0f;
|
||||
temp_data->AngledHeadersExtraWidth = 0.0f;
|
||||
|
||||
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
|
||||
@@ -511,7 +540,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
|
||||
inner_window->DC.CurrentTableIdx = table_idx;
|
||||
|
||||
if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
|
||||
// Mark as used to avoid GC
|
||||
@@ -844,7 +873,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
|
||||
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
|
||||
// Combine width from regular rows + width from headers unless requested not to.
|
||||
if (!column->IsPreserveWidthAuto)
|
||||
if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0)
|
||||
column->WidthAuto = TableGetColumnWidthAuto(table, column);
|
||||
|
||||
// Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
|
||||
@@ -1022,7 +1051,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
|
||||
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
|
||||
// Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
|
||||
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer);
|
||||
|
||||
if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
|
||||
{
|
||||
@@ -1048,16 +1078,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Detect hovered column
|
||||
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
|
||||
|
||||
// Lock start position
|
||||
column->MinX = offset_x;
|
||||
|
||||
// Lock width based on start position and minimum/maximum width for this position
|
||||
float max_width = TableGetMaxColumnWidth(table, column_n);
|
||||
column->WidthGiven = ImMin(column->WidthGiven, max_width);
|
||||
column->WidthMax = TableCalcMaxColumnWidth(table, column_n);
|
||||
column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax);
|
||||
column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
|
||||
column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
|
||||
|
||||
@@ -1066,6 +1092,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
|
||||
// - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
|
||||
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
|
||||
const float previous_instance_work_min_x = column->WorkMinX;
|
||||
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
|
||||
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
|
||||
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
|
||||
@@ -1105,8 +1132,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->Flags |= ImGuiTableColumnFlags_IsVisible;
|
||||
if (column->SortOrder != -1)
|
||||
column->Flags |= ImGuiTableColumnFlags_IsSorted;
|
||||
if (table->HoveredColumnBody == column_n)
|
||||
|
||||
// Detect hovered column
|
||||
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
|
||||
{
|
||||
column->Flags |= ImGuiTableColumnFlags_IsHovered;
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
|
||||
}
|
||||
|
||||
// Alignment
|
||||
// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
|
||||
@@ -1118,11 +1150,25 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
|
||||
|
||||
// Reset content width variables
|
||||
column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
if (table->InstanceCurrent == 0)
|
||||
{
|
||||
column->ContentMaxXFrozen = column->WorkMinX;
|
||||
column->ContentMaxXUnfrozen = column->WorkMinX;
|
||||
column->ContentMaxXHeadersUsed = column->WorkMinX;
|
||||
column->ContentMaxXHeadersIdeal = column->WorkMinX;
|
||||
}
|
||||
else
|
||||
{
|
||||
// As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
|
||||
const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
|
||||
column->ContentMaxXFrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXUnfrozen += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersUsed += offset_from_previous_instance;
|
||||
column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
|
||||
}
|
||||
|
||||
// Don't decrement auto-fit counters until container window got a chance to submit its items
|
||||
if (table->HostSkipItems == false)
|
||||
if (table->HostSkipItems == false && table->InstanceCurrent == 0)
|
||||
{
|
||||
column->AutoFitQueue >>= 1;
|
||||
column->CannotSkipItemsQueue >>= 1;
|
||||
@@ -1223,7 +1269,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
if (table->Flags & ImGuiTableFlags_NoClip)
|
||||
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
else
|
||||
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
|
||||
inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
|
||||
}
|
||||
|
||||
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
|
||||
@@ -1238,9 +1284,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
// 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_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
|
||||
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
@@ -1293,7 +1339,11 @@ void ImGui::EndTable()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
// This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
|
||||
// cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
|
||||
@@ -1415,7 +1465,7 @@ void ImGui::EndTable()
|
||||
if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
|
||||
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
table->ResizedColumnNextWidth = new_width;
|
||||
}
|
||||
@@ -1444,7 +1494,12 @@ void ImGui::EndTable()
|
||||
// CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
|
||||
inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently.
|
||||
g.CurrentTable = NULL; // To avoid error recovery recursing
|
||||
EndChild();
|
||||
g.CurrentTable = table;
|
||||
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1462,9 +1517,13 @@ void ImGui::EndTable()
|
||||
}
|
||||
else if (temp_data->UserOuterSize.x <= 0.0f)
|
||||
{
|
||||
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
|
||||
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
|
||||
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
|
||||
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
|
||||
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
|
||||
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1472,9 +1531,9 @@ void ImGui::EndTable()
|
||||
}
|
||||
if (temp_data->UserOuterSize.y <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
|
||||
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
|
||||
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
|
||||
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1507,8 +1566,12 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
|
||||
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
|
||||
if (table->DeclColumnsCount >= table->ColumnsCount)
|
||||
{
|
||||
@@ -1581,7 +1644,11 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
|
||||
IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
|
||||
IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
|
||||
@@ -1658,9 +1725,11 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL);
|
||||
if (!table)
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
|
||||
if (column_n < 0)
|
||||
column_n = table->CurrentColumn;
|
||||
@@ -1890,7 +1959,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
if (is_visible)
|
||||
{
|
||||
// Update data for TableGetHoveredRow()
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
|
||||
table_instance->HoveredRowNext = table->CurrentRow;
|
||||
|
||||
// Decide of background color for the row
|
||||
@@ -1945,7 +2014,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
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 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);
|
||||
if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
|
||||
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1962,34 +2032,37 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
|
||||
// get the new cursor position.
|
||||
if (unfreeze_rows_request)
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
if (unfreeze_rows_actual)
|
||||
{
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
||||
table->IsUnfrozenRows = true;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
table->Columns[column_n].NavLayerCurrent = table->NavLayer;
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
|
||||
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (unfreeze_rows_actual)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
table->IsUnfrozenRows = true;
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y);
|
||||
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y;
|
||||
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
|
||||
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
|
||||
|
||||
float row_height = table->RowPosY2 - table->RowPosY1;
|
||||
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
|
||||
table->RowPosY1 = table->RowPosY2 - row_height;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
|
||||
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
|
||||
}
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
|
||||
@@ -2158,8 +2231,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
|
||||
// Note that actual columns widths are computed in TableUpdateLayout().
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
|
||||
float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
|
||||
// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis.
|
||||
float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n)
|
||||
{
|
||||
const ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
float max_width = FLT_MAX;
|
||||
@@ -2221,7 +2294,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
|
||||
// Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
|
||||
IM_ASSERT(table->MinColumnWidth > 0.0f);
|
||||
const float min_width = table->MinColumnWidth;
|
||||
const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
|
||||
const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
|
||||
column_0_width = ImClamp(column_0_width, min_width, max_width);
|
||||
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
|
||||
return;
|
||||
@@ -2706,7 +2779,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
const ImU32 outer_col = table->BorderColorStrong;
|
||||
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
|
||||
{
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
|
||||
}
|
||||
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
|
||||
{
|
||||
@@ -2766,7 +2839,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
|
||||
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
|
||||
{
|
||||
IM_ASSERT(n < column->SortDirectionsAvailCount);
|
||||
return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
|
||||
return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
|
||||
}
|
||||
|
||||
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
|
||||
@@ -2907,6 +2980,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Write output
|
||||
// May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
|
||||
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
|
||||
if (dirty && sort_specs != NULL)
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
@@ -2919,7 +2993,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
sort_spec->ColumnUserID = column->UserID;
|
||||
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
|
||||
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
|
||||
sort_spec->SortDirection = column->SortDirection;
|
||||
sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
|
||||
}
|
||||
|
||||
table->SortSpecs.Specs = sort_specs;
|
||||
@@ -2967,17 +3041,23 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
|
||||
|
||||
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
|
||||
// The intent is that advanced users willing to create customized headers would not need to use this helper
|
||||
// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
|
||||
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
|
||||
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
|
||||
// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
|
||||
// This code is intentionally written to not make much use of internal functions, to give you better direction
|
||||
// if you need to write your own.
|
||||
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
|
||||
void ImGui::TableHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
|
||||
// Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
|
||||
// it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
|
||||
if (!table->IsLayoutLocked)
|
||||
TableUpdateLayout(table);
|
||||
|
||||
@@ -2994,8 +3074,7 @@ void ImGui::TableHeadersRow()
|
||||
if (!TableSetColumnIndex(column_n))
|
||||
continue;
|
||||
|
||||
// Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
|
||||
// In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.
|
||||
// Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation)
|
||||
const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
|
||||
PushID(column_n);
|
||||
TableHeader(name);
|
||||
@@ -3020,7 +3099,12 @@ void ImGui::TableHeader(const char* label)
|
||||
return;
|
||||
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
|
||||
IM_ASSERT(table->CurrentColumn != -1);
|
||||
const int column_n = table->CurrentColumn;
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
@@ -3086,7 +3170,7 @@ void ImGui::TableHeader(const char* label)
|
||||
if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
|
||||
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
|
||||
}
|
||||
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding);
|
||||
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding);
|
||||
if (held)
|
||||
table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
|
||||
window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
|
||||
@@ -3153,21 +3237,53 @@ void ImGui::TableHeader(const char* label)
|
||||
}
|
||||
|
||||
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
|
||||
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
|
||||
// FIXME: No hit-testing/button on the angled header.
|
||||
void ImGui::TableAngledHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
temp_data->AngledHeadersRequests.resize(0);
|
||||
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
|
||||
|
||||
// Which column needs highlight?
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
|
||||
// Build up request
|
||||
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
|
||||
ImU32 col_text = GetColorU32(ImGuiCol_Text);
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
{
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
|
||||
temp_data->AngledHeadersRequests.push_back(request);
|
||||
}
|
||||
|
||||
// Render row
|
||||
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
|
||||
}
|
||||
|
||||
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
// Important: data must be fed left to right
|
||||
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImDrawList* draw_list = window->DrawList;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
if (table == NULL)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
|
||||
return;
|
||||
}
|
||||
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
|
||||
|
||||
if (max_label_width == 0.0f)
|
||||
@@ -3185,7 +3301,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
|
||||
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
|
||||
const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
|
||||
const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
|
||||
const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
|
||||
table->AngledHeadersHeight = row_height;
|
||||
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
|
||||
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
|
||||
@@ -3203,28 +3319,22 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
|
||||
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
|
||||
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ButtonBehavior(row_r, row_id, NULL, NULL);
|
||||
KeepAliveID(row_id);
|
||||
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better
|
||||
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
|
||||
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
|
||||
const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
|
||||
|
||||
// Draw background and labels in first pass, then all borders.
|
||||
float max_x = 0.0f;
|
||||
ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
|
||||
float max_x = -FLT_MAX;
|
||||
for (int pass = 0; pass < 2; pass++)
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
for (int order_n = 0; order_n < data_count; order_n++)
|
||||
{
|
||||
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
continue;
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
const ImGuiTableHeaderData* request = &data[order_n];
|
||||
const int column_n = request->Index;
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
|
||||
ImVec2 bg_shape[4];
|
||||
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
|
||||
@@ -3234,9 +3344,8 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
if (pass == 0)
|
||||
{
|
||||
// Draw shape
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
|
||||
if (column_n == highlight_column_n)
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
|
||||
max_x = ImMax(max_x, bg_shape[3].x);
|
||||
|
||||
// Draw label
|
||||
@@ -3244,8 +3353,17 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
|
||||
const char* label_name = TableGetColumnName(table, column_n);
|
||||
const char* label_name_end = FindRenderedTextEnd(label_name);
|
||||
const float line_off_step_x = g.FontSize / -sin_a;
|
||||
float line_off_curr_x = 0.0f;
|
||||
const float line_off_step_x = (g.FontSize / -sin_a);
|
||||
const int label_lines = ImTextCountLines(label_name, label_name_end);
|
||||
|
||||
// Left<>Right alignment
|
||||
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
|
||||
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
|
||||
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
|
||||
|
||||
// Register header width
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
|
||||
|
||||
while (label_name < label_name_end)
|
||||
{
|
||||
const char* label_name_eol = strchr(label_name, '\n');
|
||||
@@ -3254,26 +3372,30 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
|
||||
// FIXME: Individual line clipping for right-most column is broken for negative angles.
|
||||
ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
|
||||
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text.
|
||||
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
|
||||
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
|
||||
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
|
||||
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
|
||||
PushStyleColor(ImGuiCol_Text, request->TextColor);
|
||||
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
|
||||
PopStyleColor();
|
||||
int vtx_idx_end = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Up<>Down alignment
|
||||
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
|
||||
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
|
||||
|
||||
// Rotate and offset label
|
||||
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y);
|
||||
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
|
||||
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
|
||||
line_off_curr_x += line_off_step_x;
|
||||
line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
|
||||
pivot_out += unit_right * padding.y;
|
||||
if (flip_label)
|
||||
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
|
||||
pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x;
|
||||
pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
|
||||
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
|
||||
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
|
||||
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
|
||||
|
||||
// Register header width
|
||||
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x);
|
||||
label_name = label_name_eol + 1;
|
||||
}
|
||||
}
|
||||
@@ -3402,7 +3524,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
|
||||
Separator();
|
||||
want_separator = true;
|
||||
|
||||
PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
|
||||
PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
|
||||
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
|
||||
{
|
||||
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
|
||||
@@ -3988,7 +4110,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse
|
||||
return offset / (columns->OffMaxX - columns->OffMinX);
|
||||
}
|
||||
|
||||
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
|
||||
static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
|
||||
|
||||
static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
{
|
||||
@@ -3999,7 +4121,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
|
||||
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
|
||||
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
|
||||
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
|
||||
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
|
||||
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
|
||||
if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
|
||||
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
|
||||
@@ -4314,7 +4436,7 @@ void ImGui::EndColumns()
|
||||
ImGuiOldColumnData* column = &columns->Columns[n];
|
||||
float x = window->Pos.x + GetColumnOffset(n);
|
||||
const ImGuiID column_id = columns->ID + ImGuiID(n);
|
||||
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
|
||||
const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
|
||||
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
|
||||
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
|
||||
continue;
|
||||
@@ -4324,7 +4446,7 @@ void ImGui::EndColumns()
|
||||
{
|
||||
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
|
||||
if (hovered || held)
|
||||
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
|
||||
SetMouseCursor(ImGuiMouseCursor_ResizeEW);
|
||||
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
|
||||
dragging_column = n;
|
||||
}
|
||||
@@ -4356,12 +4478,12 @@ void ImGui::EndColumns()
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
void ImGui::Columns(int columns_count, const char* id, bool borders)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
|
||||
ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder);
|
||||
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
|
||||
ImGuiOldColumns* columns = window->DC.CurrentColumns;
|
||||
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
|
||||
|
||||
+2210
-773
File diff suppressed because it is too large
Load Diff
+64
-36
@@ -3,6 +3,8 @@
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
|
||||
// - Added name to struct or it may be forward declared in our code.
|
||||
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
|
||||
|
||||
@@ -41,7 +43,7 @@
|
||||
// 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
|
||||
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
|
||||
// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
|
||||
// 1.9 (2016-08-27) customizable move-by-word
|
||||
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
|
||||
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
|
||||
@@ -209,6 +211,7 @@
|
||||
// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
|
||||
// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
|
||||
// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len)
|
||||
//
|
||||
// Each of these functions potentially updates the string and updates the
|
||||
// state.
|
||||
@@ -243,7 +246,12 @@
|
||||
// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
|
||||
// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
|
||||
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
|
||||
// anything other type you wante before including.
|
||||
// anything other type you want before including.
|
||||
// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
|
||||
// transformed into text and stb_textedit_text() is automatically called.
|
||||
//
|
||||
// text: [DEAR IMGUI] added 2024-09
|
||||
// call this to text inputs sent to the textfield.
|
||||
//
|
||||
//
|
||||
// When rendering, you can read the cursor position and selection state from
|
||||
@@ -318,7 +326,7 @@ typedef struct
|
||||
int undo_char_point, redo_char_point;
|
||||
} StbUndoState;
|
||||
|
||||
typedef struct
|
||||
typedef struct STB_TexteditState
|
||||
{
|
||||
/////////////////////
|
||||
//
|
||||
@@ -438,13 +446,13 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
|
||||
if (x < r.x1) {
|
||||
// search characters in row for one that straddles 'x'
|
||||
prev_x = r.x0;
|
||||
for (k=0; k < r.num_chars; ++k) {
|
||||
for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
|
||||
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
|
||||
if (x < prev_x+w) {
|
||||
if (x < prev_x+w/2)
|
||||
return k+i;
|
||||
else
|
||||
return k+i+1;
|
||||
return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k);
|
||||
}
|
||||
prev_x += w;
|
||||
}
|
||||
@@ -563,7 +571,7 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
|
||||
|
||||
// now scan to find xpos
|
||||
find->x = r.x0;
|
||||
for (i=0; first+i < n; ++i)
|
||||
for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first)
|
||||
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
|
||||
}
|
||||
|
||||
@@ -640,6 +648,17 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
|
||||
}
|
||||
}
|
||||
|
||||
// [DEAR IMGUI]
|
||||
// Functions must be implemented for UTF8 support
|
||||
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
|
||||
// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
|
||||
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
|
||||
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1)
|
||||
#endif
|
||||
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
|
||||
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1)
|
||||
#endif
|
||||
|
||||
#ifdef STB_TEXTEDIT_IS_SPACE
|
||||
static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
|
||||
{
|
||||
@@ -720,36 +739,44 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
|
||||
#define STB_TEXTEDIT_KEYTYPE int
|
||||
#endif
|
||||
|
||||
// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
|
||||
static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
|
||||
{
|
||||
// can't add newline in single-line mode
|
||||
if (text[0] == '\n' && state->single_line)
|
||||
return;
|
||||
|
||||
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
|
||||
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
|
||||
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
|
||||
state->cursor += text_len;
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
stb_textedit_delete_selection(str, state); // implicitly clamps
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
|
||||
stb_text_makeundo_insert(state, state->cursor, text_len);
|
||||
state->cursor += text_len;
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// API key: process a keyboard input
|
||||
static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
|
||||
{
|
||||
retry:
|
||||
switch (key) {
|
||||
default: {
|
||||
#ifdef STB_TEXTEDIT_KEYTOTEXT
|
||||
int c = STB_TEXTEDIT_KEYTOTEXT(key);
|
||||
if (c > 0) {
|
||||
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c;
|
||||
|
||||
// can't add newline in single-line mode
|
||||
if (c == '\n' && state->single_line)
|
||||
break;
|
||||
|
||||
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
|
||||
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
|
||||
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
|
||||
++state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
} else {
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
|
||||
stb_text_makeundo_insert(state, state->cursor, 1);
|
||||
++state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
}
|
||||
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
|
||||
stb_textedit_text(str, state, &ch, 1);
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -775,7 +802,7 @@ retry:
|
||||
stb_textedit_move_to_first(state);
|
||||
else
|
||||
if (state->cursor > 0)
|
||||
--state->cursor;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
@@ -784,7 +811,7 @@ retry:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else
|
||||
++state->cursor;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
stb_textedit_clamp(str, state);
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -794,7 +821,7 @@ retry:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
// move selection left
|
||||
if (state->select_end > 0)
|
||||
--state->select_end;
|
||||
state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end);
|
||||
state->cursor = state->select_end;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -844,7 +871,7 @@ retry:
|
||||
case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
// move selection right
|
||||
++state->select_end;
|
||||
state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end);
|
||||
stb_textedit_clamp(str, state);
|
||||
state->cursor = state->select_end;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -900,7 +927,7 @@ retry:
|
||||
x += dx;
|
||||
if (x > goal_x)
|
||||
break;
|
||||
++state->cursor;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
}
|
||||
stb_textedit_clamp(str, state);
|
||||
|
||||
@@ -962,7 +989,7 @@ retry:
|
||||
x += dx;
|
||||
if (x > goal_x)
|
||||
break;
|
||||
++state->cursor;
|
||||
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
|
||||
}
|
||||
stb_textedit_clamp(str, state);
|
||||
|
||||
@@ -990,7 +1017,7 @@ retry:
|
||||
else {
|
||||
int n = STB_TEXTEDIT_STRINGLEN(str);
|
||||
if (state->cursor < n)
|
||||
stb_textedit_delete(str, state, state->cursor, 1);
|
||||
stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor);
|
||||
}
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
@@ -1002,8 +1029,9 @@ retry:
|
||||
else {
|
||||
stb_textedit_clamp(str, state);
|
||||
if (state->cursor > 0) {
|
||||
stb_textedit_delete(str, state, state->cursor-1, 1);
|
||||
--state->cursor;
|
||||
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor);
|
||||
stb_textedit_delete(str, state, prev, state->cursor - prev);
|
||||
state->cursor = prev;
|
||||
}
|
||||
}
|
||||
state->has_preferred_x = 0;
|
||||
|
||||
+1
-1
@@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
|
||||
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
|
||||
// If skip != 0, this tells stb_truetype to skip any codepoints for which
|
||||
// there is no corresponding glyph. If skip=0, which is the default, then
|
||||
// codepoints without a glyph recived the font's "missing character" glyph,
|
||||
// codepoints without a glyph received the font's "missing character" glyph,
|
||||
// typically an empty box by convention.
|
||||
|
||||
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_stdlib.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
@@ -83,3 +84,5 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string*
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace ImGui
|
||||
@@ -19,3 +21,5 @@ namespace ImGui
|
||||
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
+25
-25
@@ -709,55 +709,55 @@ void CTextEditor::HandleKeyboardInputs()
|
||||
io.WantCaptureKeyboard = true;
|
||||
io.WantTextInput = true;
|
||||
|
||||
if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Z)))
|
||||
if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Z))
|
||||
Undo();
|
||||
else if (!IsReadOnly() && !ctrl && !shift && alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Backspace)))
|
||||
else if (!IsReadOnly() && !ctrl && !shift && alt && ImGui::IsKeyPressed(ImGuiKey_Backspace))
|
||||
Undo();
|
||||
else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Y)))
|
||||
else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Y))
|
||||
Redo();
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_UpArrow)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_UpArrow))
|
||||
MoveUp(1, shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_DownArrow)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_DownArrow))
|
||||
MoveDown(1, shift);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_LeftArrow))
|
||||
MoveLeft(1, shift, ctrl);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_RightArrow))
|
||||
MoveRight(1, shift, ctrl);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageUp)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_PageUp))
|
||||
MoveUp(GetPageSize() - 4, shift);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageDown)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_PageDown))
|
||||
MoveDown(GetPageSize() - 4, shift);
|
||||
else if (!alt && ctrl && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home)))
|
||||
else if (!alt && ctrl && ImGui::IsKeyPressed(ImGuiKey_Home))
|
||||
MoveTop(shift);
|
||||
else if (ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End)))
|
||||
else if (ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_End))
|
||||
MoveBottom(shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_Home))
|
||||
MoveHome(shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_End))
|
||||
MoveEnd(shift);
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Delete)))
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Delete))
|
||||
Delete();
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Backspace)))
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Backspace))
|
||||
Backspace();
|
||||
else if (!ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert)))
|
||||
else if (!ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Insert))
|
||||
m_Overwrite ^= true;
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Insert))
|
||||
Copy();
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_C))
|
||||
Copy();
|
||||
else if (!IsReadOnly() && !ctrl && shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert)))
|
||||
else if (!IsReadOnly() && !ctrl && shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Insert))
|
||||
Paste();
|
||||
else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_V)))
|
||||
else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_V))
|
||||
Paste();
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_X)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_X))
|
||||
Cut();
|
||||
else if (!ctrl && shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Delete)))
|
||||
else if (!ctrl && shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Delete))
|
||||
Cut();
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_A)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_A))
|
||||
SelectAll();
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Enter)))
|
||||
else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Enter))
|
||||
EnterCharacter('\n', false);
|
||||
else if (!IsReadOnly() && !ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Tab)))
|
||||
else if (!IsReadOnly() && !ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_Tab))
|
||||
EnterCharacter('\t', shift);
|
||||
|
||||
if (!IsReadOnly() && !io.InputQueueCharacters.empty())
|
||||
|
||||
+13
-13
@@ -583,31 +583,31 @@ void CTextLogger::HandleKeyboardInputs(bool bHoveredScrollbar, bool bActiveScrol
|
||||
io.WantCaptureKeyboard = true;
|
||||
io.WantTextInput = true;
|
||||
|
||||
if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_UpArrow)))
|
||||
if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_UpArrow))
|
||||
MoveUp(1, shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_DownArrow)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_DownArrow))
|
||||
MoveDown(1, shift);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_LeftArrow))
|
||||
MoveLeft(1, shift, ctrl);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_RightArrow))
|
||||
MoveRight(1, shift, ctrl);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageUp)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_PageUp))
|
||||
MoveUp(GetPageSize() - 4, shift);
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageDown)))
|
||||
else if (!alt && ImGui::IsKeyPressed(ImGuiKey_PageDown))
|
||||
MoveDown(GetPageSize() - 4, shift);
|
||||
else if (!alt && ctrl && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home)))
|
||||
else if (!alt && ctrl && ImGui::IsKeyPressed(ImGuiKey_Home))
|
||||
MoveTop(shift);
|
||||
else if (ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End)))
|
||||
else if (ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_End))
|
||||
MoveBottom(shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_Home))
|
||||
MoveHome(shift);
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End)))
|
||||
else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGuiKey_End))
|
||||
MoveEnd(shift);
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_Insert))
|
||||
Copy();
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_C))
|
||||
Copy();
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_A)))
|
||||
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGuiKey_A))
|
||||
SelectAll();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user