parent
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commit
efc9c34ebe
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#N B-52 bomber
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#O Noam Elkies
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#C A true period 104 double-barrelled glider gun. It uses a B-heptomino and
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#C emits one glider every 52 generations.
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#C www.conwaylife.com/wiki/index.php?title=B-52_bomber
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x = 39, y = 21, rule = B3/S23
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b2o36b$b2o17bo18b$19bobo12bobo2b$20bo12bo5b$2o7b2o23bo2bob$2obo5b2o23bobobo$3bo23bo7bo2bo$3bo23b2o7b2ob$o2bo17b2o5bo10b$b2o18bo17b$21b3o15b$36b2ob$36b2ob$b2o36b$o2bo35b$obobo16bobo4b2o5b2o2b$bo2bo17b2o4b2o5b2obo$5bo12bo3bo15bo$2bobo12bobo18bo$18bo16bo2bo$36b2o!
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File diff suppressed because one or more lines are too long
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#N Snark
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#O Mike Playle
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#C The fastest and smallest 90-degree stable glider reflector (as of
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#C June 2013).
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#C www.conwaylife.com/wiki/Snark
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x = 17, y = 23, rule = B3/S23
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6b2o3b2o$6b2o2bob3o$10bo4bo$6b4ob2o2bo$6bo2bobobob2o$9bobobobo$10b2obo
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bo$14bo2$2o$bo7b2o$bobo5b2o$2b2o7$12b2o$3b2o7bo$2bobo8b3o$4bo10bo!
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//-----------------------------------------------------------------------------
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// USER IMPLEMENTATION
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// This file contains compile-time options for ImGui.
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// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Include imgui_user.h at the end of imgui.h
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
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//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
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//#define IMGUI_DISABLE_TEST_WINDOWS
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//---- Don't define obsolete functions names
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Implement STB libraries in a namespace to avoid conflicts
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//#define IMGUI_STB_NAMESPACE ImGuiStb
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//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
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/*
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namespace ImGui
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{
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void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);
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}
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*/
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Color.hpp>
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#define IM_VEC2_CLASS_EXTRA \
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template <typename T> \
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ImVec2(const sf::Vector2<T>& v) { \
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x = static_cast<float>(v.x); \
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y = static_cast<float>(v.y); \
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} \
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\
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template <typename T> \
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operator sf::Vector2<T>() const { \
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return sf::Vector2<T>(x, y); \
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}
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const sf::Color & c) \
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: ImVec4(c.r / 255.f, c.g / 255.f, c.b / 255.f, c.a / 255.f) { \
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} \
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operator sf::Color() const { \
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return sf::Color( \
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static_cast<sf::Uint8>(x * 255.f), \
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static_cast<sf::Uint8>(y * 255.f), \
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static_cast<sf::Uint8>(z * 255.f), \
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static_cast<sf::Uint8>(w * 255.f)); \
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}
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#include "imgui/imgui-SFML.h"
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#include "imgui/imgui.h"
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#include <SFML/OpenGL.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Window.hpp>
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#include <cstddef> // offsetof, NULL
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#include <cassert>
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// Supress warnings caused by converting from uint to void* in pCmd->TextureID
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#ifdef __clang__
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#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
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#endif
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static bool s_windowHasFocus = true;
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static bool s_mousePressed[3] = { false, false, false };
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static sf::Texture* s_fontTexture = NULL; // owning pointer to internal font atlas which is used if user doesn't set custom sf::Texture.
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namespace
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{
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ImVec2 getTopLeftAbsolute(const sf::FloatRect& rect);
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ImVec2 getDownRightAbsolute(const sf::FloatRect& rect);
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inline void RenderDrawLists(ImDrawData* draw_data); // rendering callback function prototype
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// Implementation of ImageButton overload
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bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
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const sf::Color& bgColor, const sf::Color& tintColor);
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} // anonymous namespace for helper / "private" functions
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namespace ImGui
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{
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namespace SFML
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{
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void Init(sf::RenderTarget& target, sf::Texture* fontTexture)
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{
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ImGuiIO& io = ImGui::GetIO();
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// init keyboard mapping
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io.KeyMap[ImGuiKey_Tab] = sf::Keyboard::Tab;
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io.KeyMap[ImGuiKey_LeftArrow] = sf::Keyboard::Left;
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io.KeyMap[ImGuiKey_RightArrow] = sf::Keyboard::Right;
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io.KeyMap[ImGuiKey_UpArrow] = sf::Keyboard::Up;
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io.KeyMap[ImGuiKey_DownArrow] = sf::Keyboard::Down;
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io.KeyMap[ImGuiKey_PageUp] = sf::Keyboard::PageUp;
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io.KeyMap[ImGuiKey_PageDown] = sf::Keyboard::PageDown;
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io.KeyMap[ImGuiKey_Home] = sf::Keyboard::Home;
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io.KeyMap[ImGuiKey_End] = sf::Keyboard::End;
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io.KeyMap[ImGuiKey_Delete] = sf::Keyboard::Delete;
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io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::BackSpace;
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io.KeyMap[ImGuiKey_Enter] = sf::Keyboard::Return;
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io.KeyMap[ImGuiKey_Escape] = sf::Keyboard::Escape;
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io.KeyMap[ImGuiKey_A] = sf::Keyboard::A;
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io.KeyMap[ImGuiKey_C] = sf::Keyboard::C;
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io.KeyMap[ImGuiKey_V] = sf::Keyboard::V;
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io.KeyMap[ImGuiKey_X] = sf::Keyboard::X;
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io.KeyMap[ImGuiKey_Y] = sf::Keyboard::Y;
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io.KeyMap[ImGuiKey_Z] = sf::Keyboard::Z;
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// init rendering
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io.DisplaySize = static_cast<sf::Vector2f>(target.getSize());
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io.RenderDrawListsFn = RenderDrawLists; // set render callback
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if (fontTexture == NULL) {
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if (s_fontTexture) { // delete previously created texture
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delete s_fontTexture;
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}
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s_fontTexture = new sf::Texture;
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createFontTexture(*s_fontTexture);
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setFontTexture(*s_fontTexture);
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} else {
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setFontTexture(*fontTexture);
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}
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}
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void ProcessEvent(const sf::Event& event)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (s_windowHasFocus) {
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switch (event.type)
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{
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case sf::Event::MouseButtonPressed: // fall-through
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case sf::Event::MouseButtonReleased:
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{
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int button = event.mouseButton.button;
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if (event.type == sf::Event::MouseButtonPressed &&
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button >= 0 && button < 3) {
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s_mousePressed[event.mouseButton.button] = true;
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}
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}
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break;
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case sf::Event::MouseWheelMoved:
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io.MouseWheel += static_cast<float>(event.mouseWheel.delta);
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break;
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case sf::Event::KeyPressed: // fall-through
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case sf::Event::KeyReleased:
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io.KeysDown[event.key.code] = (event.type == sf::Event::KeyPressed);
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io.KeyCtrl = event.key.control;
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io.KeyShift = event.key.shift;
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io.KeyAlt = event.key.alt;
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break;
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case sf::Event::TextEntered:
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if (event.text.unicode > 0 && event.text.unicode < 0x10000) {
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io.AddInputCharacter(static_cast<ImWchar>(event.text.unicode));
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}
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break;
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default:
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break;
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}
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}
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switch (event.type)
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{
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case sf::Event::LostFocus:
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s_windowHasFocus = false;
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break;
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case sf::Event::GainedFocus:
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s_windowHasFocus = true;
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break;
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default:
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break;
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}
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}
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void Update(sf::RenderWindow& window, sf::Time dt)
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{
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Update(window, window, dt);
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}
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void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt)
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{
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Update(sf::Mouse::getPosition(window), static_cast<sf::Vector2f>(target.getSize()), dt);
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window.setMouseCursorVisible(!ImGui::GetIO().MouseDrawCursor); // don't draw mouse cursor if ImGui draws it
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}
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void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = displaySize;
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io.DeltaTime = dt.asSeconds();
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if (s_windowHasFocus) {
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io.MousePos = mousePos;
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for (int i = 0; i < 3; ++i) {
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io.MouseDown[i] = s_mousePressed[i] || sf::Mouse::isButtonPressed((sf::Mouse::Button)i);
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s_mousePressed[i] = false;
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}
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}
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assert(io.Fonts->Fonts.Size > 0); // You forgot to create and set up font atlas (see createFontTexture)
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ImGui::NewFrame();
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}
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void Shutdown()
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{
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ImGui::GetIO().Fonts->TexID = NULL;
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if (s_fontTexture) { // if internal texture was created, we delete it
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delete s_fontTexture;
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s_fontTexture = NULL;
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}
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ImGui::Shutdown(); // need to specify namespace here, otherwise ImGui::SFML::Shutdown would be called
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}
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void createFontTexture(sf::Texture& texture)
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{
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unsigned char* pixels;
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int width, height;
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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texture.create(width, height);
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texture.update(pixels);
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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void setFontTexture(sf::Texture& texture)
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{
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ImGui::GetIO().Fonts->TexID = (void*)texture.getNativeHandle();
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if (&texture != s_fontTexture) { // internal texture is not needed anymore
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delete s_fontTexture;
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s_fontTexture = NULL;
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}
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}
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} // end of namespace SFML
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/////////////// Image Overloads
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void Image(const sf::Texture& texture,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
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}
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void Image(const sf::Texture& texture, const sf::Vector2f& size,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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ImGui::Image((void*)texture.getNativeHandle(), size, ImVec2(0, 0), ImVec2(1, 1), tintColor, borderColor);
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}
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void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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Image(texture, sf::Vector2f(textureRect.width, textureRect.height), textureRect, tintColor, borderColor);
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}
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void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
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ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
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ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
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(textureRect.top + textureRect.height) / textureSize.y);
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ImGui::Image((void*)texture.getNativeHandle(), size, uv0, uv1, tintColor, borderColor);
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}
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void Image(const sf::Sprite& sprite,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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sf::FloatRect bounds = sprite.getGlobalBounds();
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Image(sprite, sf::Vector2f(bounds.width, bounds.height), tintColor, borderColor);
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}
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void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
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const sf::Color& tintColor, const sf::Color& borderColor)
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{
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const sf::Texture* texturePtr = sprite.getTexture();
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// sprite without texture cannot be drawn
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if (!texturePtr) { return; }
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Image(*texturePtr, size, tintColor, borderColor);
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}
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/////////////// Image Button Overloads
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bool ImageButton(const sf::Texture& texture,
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const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
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{
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return ImageButton(texture, static_cast<sf::Vector2f>(texture.getSize()), framePadding, bgColor, tintColor);
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}
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bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size,
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const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
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{
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sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
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return ::imageButtonImpl(texture, sf::FloatRect(0.f, 0.f, textureSize.x, textureSize.y), size, framePadding, bgColor, tintColor);
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}
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bool ImageButton(const sf::Sprite& sprite,
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const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
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{
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sf::FloatRect spriteSize = sprite.getGlobalBounds();
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return ImageButton(sprite, sf::Vector2f(spriteSize.width, spriteSize.height), framePadding, bgColor, tintColor);
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}
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bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size,
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const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
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{
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const sf::Texture* texturePtr = sprite.getTexture();
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if (!texturePtr) { return false; }
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return ::imageButtonImpl(*texturePtr, static_cast<sf::FloatRect>(sprite.getTextureRect()), size, framePadding, bgColor, tintColor);
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}
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/////////////// Draw_list Overloads
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void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& color,
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float thickness)
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{
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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sf::Vector2f pos = ImGui::GetCursorScreenPos();
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draw_list->AddLine(a + pos, b + pos, ColorConvertFloat4ToU32(color), thickness);
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}
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void DrawRect(const sf::FloatRect& rect, const sf::Color& color,
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float rounding, int rounding_corners, float thickness)
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||||
{
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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draw_list->AddRect(
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getTopLeftAbsolute(rect),
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getDownRightAbsolute(rect),
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ColorConvertFloat4ToU32(color), rounding, rounding_corners, thickness);
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}
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void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color,
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float rounding, int rounding_corners)
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||||
{
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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draw_list->AddRect(
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getTopLeftAbsolute(rect),
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getDownRightAbsolute(rect),
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ColorConvertFloat4ToU32(color), rounding, rounding_corners);
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}
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} // end of namespace ImGui
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namespace
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{
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ImVec2 getTopLeftAbsolute(const sf::FloatRect & rect)
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{
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ImVec2 pos = ImGui::GetCursorScreenPos();
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return ImVec2(rect.left + pos.x, rect.top + pos.y);
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}
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ImVec2 getDownRightAbsolute(const sf::FloatRect & rect)
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||||
{
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ImVec2 pos = ImGui::GetCursorScreenPos();
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return ImVec2(rect.left + rect.width + pos.x, rect.top + rect.height + pos.y);
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}
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// Rendering callback
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void RenderDrawLists(ImDrawData* draw_data)
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{
|
||||
if (draw_data->CmdListsCount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
assert(io.Fonts->TexID != NULL); // You forgot to create and set font texture
|
||||
|
||||
// scale stuff (needed for proper handling of window resize)
|
||||
int fb_width = static_cast<int>(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = static_cast<int>(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0) { return; }
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Save OpenGL state
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; ++n) {
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
|
||||
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); ++cmd_i) {
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback) {
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
} else {
|
||||
GLuint tex_id = (GLuint)*((unsigned int*)&pcmd->TextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
|
||||
(int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
|
||||
const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
|
||||
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||||
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
||||
(textureRect.top + textureRect.height) / textureSize.y);
|
||||
|
||||
return ImGui::ImageButton((void*)texture.getNativeHandle(), size, uv0, uv1, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
} // end of anonymous namespace
|
@ -0,0 +1,75 @@
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/Graphics/Rect.hpp>
|
||||
#include <SFML/Graphics/Color.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class Event;
|
||||
class RenderTarget;
|
||||
class RenderWindow;
|
||||
class Sprite;
|
||||
class Texture;
|
||||
class Window;
|
||||
}
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
namespace SFML
|
||||
{
|
||||
void Init(sf::RenderTarget& target, sf::Texture* fontTexture = NULL);
|
||||
|
||||
void ProcessEvent(const sf::Event& event);
|
||||
|
||||
void Update(sf::RenderWindow& window, sf::Time dt);
|
||||
void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt);
|
||||
void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt);
|
||||
|
||||
void Shutdown();
|
||||
|
||||
void createFontTexture(sf::Texture& texture);
|
||||
void setFontTexture(sf::Texture& texture);
|
||||
}
|
||||
|
||||
// custom ImGui widgets for SFML stuff
|
||||
|
||||
// Image overloads
|
||||
void Image(const sf::Texture& texture,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
|
||||
void Image(const sf::Sprite& sprite,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
|
||||
// ImageButton overloads
|
||||
bool ImageButton(const sf::Texture& texture, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent, const sf::Color& tintColor = sf::Color::White);
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
|
||||
// Draw_list overloads. All positions are in relative coordinates (relative to top-left of the current window)
|
||||
void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& col, float thickness = 1.0f);
|
||||
void DrawRect(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f);
|
||||
void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
}
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,776 @@
|
||||
// dear imgui, v1.50 WIP
|
||||
// (internals)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
|
||||
// #define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef IMGUI_VERSION
|
||||
#error Must include imgui.h before imgui_internal.h
|
||||
#endif
|
||||
|
||||
#include <stdio.h> // FILE*
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward Declarations
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImRect;
|
||||
struct ImGuiColMod;
|
||||
struct ImGuiStyleMod;
|
||||
struct ImGuiGroupData;
|
||||
struct ImGuiSimpleColumns;
|
||||
struct ImGuiDrawContext;
|
||||
struct ImGuiTextEditState;
|
||||
struct ImGuiIniData;
|
||||
struct ImGuiMouseCursorData;
|
||||
struct ImGuiPopupRef;
|
||||
struct ImGuiWindow;
|
||||
|
||||
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
|
||||
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
|
||||
typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
|
||||
typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
namespace ImGuiStb
|
||||
{
|
||||
|
||||
#undef STB_TEXTEDIT_STRING
|
||||
#undef STB_TEXTEDIT_CHARTYPE
|
||||
#define STB_TEXTEDIT_STRING ImGuiTextEditState
|
||||
#define STB_TEXTEDIT_CHARTYPE ImWchar
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#include "stb_textedit.h"
|
||||
|
||||
} // namespace ImGuiStb
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Context
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef GImGui
|
||||
extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
|
||||
#define IM_PI 3.14159265358979323846f
|
||||
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
|
||||
|
||||
// Helpers: UTF-8 <> wchar
|
||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
|
||||
|
||||
// Helpers: Misc
|
||||
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
|
||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
|
||||
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
|
||||
IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
|
||||
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
||||
|
||||
// Helpers: String
|
||||
IMGUI_API int ImStricmp(const char* str1, const char* str2);
|
||||
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
|
||||
IMGUI_API char* ImStrdup(const char* str);
|
||||
IMGUI_API int ImStrlenW(const ImWchar* str);
|
||||
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
|
||||
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
|
||||
IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
|
||||
IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
|
||||
|
||||
// Helpers: Math
|
||||
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
|
||||
#ifdef IMGUI_DEFINE_MATH_OPERATORS
|
||||
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
|
||||
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
|
||||
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
|
||||
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
|
||||
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
|
||||
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
|
||||
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
|
||||
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
|
||||
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
|
||||
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
|
||||
#endif
|
||||
|
||||
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
|
||||
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
|
||||
static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
|
||||
static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
|
||||
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
|
||||
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
|
||||
static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
|
||||
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
|
||||
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
|
||||
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
|
||||
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
|
||||
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
|
||||
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
||||
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
|
||||
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
|
||||
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
#ifdef IMGUI_DEFINE_PLACEMENT_NEW
|
||||
struct ImPlacementNewDummy {};
|
||||
inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }
|
||||
inline void operator delete(void*, ImPlacementNewDummy, void*) {}
|
||||
#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy(), _PTR)
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Types
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
|
||||
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)
|
||||
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return pressed on click (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return pressed on release (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return pressed on double-click (default requires click+release)
|
||||
ImGuiButtonFlags_FlattenChilds = 1 << 5, // allow interaction even if a child window is overlapping
|
||||
ImGuiButtonFlags_DontClosePopups = 1 << 6, // disable automatically closing parent popup on press
|
||||
ImGuiButtonFlags_Disabled = 1 << 7, // disable interaction
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 8, // vertically align button to match text baseline - ButtonEx() only
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 9, // disable interaction if a key modifier is held
|
||||
ImGuiButtonFlags_AllowOverlapMode = 1 << 10 // require previous frame HoveredId to either match id or be null before being usable
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_Vertical = 1 << 0
|
||||
};
|
||||
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_Menu = 1 << 3,
|
||||
ImGuiSelectableFlags_MenuItem = 1 << 4,
|
||||
ImGuiSelectableFlags_Disabled = 1 << 5,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
|
||||
};
|
||||
|
||||
// FIXME: this is in development, not exposed/functional as a generic feature yet.
|
||||
enum ImGuiLayoutType_
|
||||
{
|
||||
ImGuiLayoutType_Vertical,
|
||||
ImGuiLayoutType_Horizontal
|
||||
};
|
||||
|
||||
enum ImGuiPlotType
|
||||
{
|
||||
ImGuiPlotType_Lines,
|
||||
ImGuiPlotType_Histogram
|
||||
};
|
||||
|
||||
enum ImGuiDataType
|
||||
{
|
||||
ImGuiDataType_Int,
|
||||
ImGuiDataType_Float,
|
||||
ImGuiDataType_Float2,
|
||||
};
|
||||
|
||||
enum ImGuiCorner
|
||||
{
|
||||
ImGuiCorner_TopLeft = 1 << 0, // 1
|
||||
ImGuiCorner_TopRight = 1 << 1, // 2
|
||||
ImGuiCorner_BottomRight = 1 << 2, // 4
|
||||
ImGuiCorner_BottomLeft = 1 << 3, // 8
|
||||
ImGuiCorner_All = 0x0F
|
||||
};
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
{
|
||||
ImVec2 Min; // Upper-left
|
||||
ImVec2 Max; // Lower-right
|
||||
|
||||
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
|
||||
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
|
||||
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
|
||||
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
|
||||
|
||||
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
|
||||
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
|
||||
float GetWidth() const { return Max.x-Min.x; }
|
||||
float GetHeight() const { return Max.y-Min.y; }
|
||||
ImVec2 GetTL() const { return Min; } // Top-left
|
||||
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
|
||||
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
|
||||
ImVec2 GetBR() const { return Max; } // Bottom-right
|
||||
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
|
||||
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
|
||||
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
|
||||
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
|
||||
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
|
||||
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
|
||||
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
||||
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
|
||||
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
|
||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
|
||||
{
|
||||
if (!on_edge && Contains(p))
|
||||
return p;
|
||||
if (p.x > Max.x) p.x = Max.x;
|
||||
else if (p.x < Min.x) p.x = Min.x;
|
||||
if (p.y > Max.y) p.y = Max.y;
|
||||
else if (p.y < Min.y) p.y = Min.y;
|
||||
return p;
|
||||
}
|
||||
};
|
||||
|
||||
// Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColMod
|
||||
{
|
||||
ImGuiCol Col;
|
||||
ImVec4 BackupValue;
|
||||
};
|
||||
|
||||
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
|
||||
struct ImGuiStyleMod
|
||||
{
|
||||
ImGuiStyleVar VarIdx;
|
||||
union { int BackupInt[2]; float BackupFloat[2]; };
|
||||
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
|
||||
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
|
||||
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
|
||||
};
|
||||
|
||||
// Stacked data for BeginGroup()/EndGroup()
|
||||
struct ImGuiGroupData
|
||||
{
|
||||
ImVec2 BackupCursorPos;
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
float BackupIndentX;
|
||||
float BackupGroupOffsetX;
|
||||
float BackupCurrentLineHeight;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
bool BackupActiveIdIsAlive;
|
||||
bool AdvanceCursor;
|
||||
};
|
||||
|
||||
// Per column data for Columns()
|
||||
struct ImGuiColumnData
|
||||
{
|
||||
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
|
||||
//float IndentX;
|
||||
};
|
||||
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiSimpleColumns
|
||||
{
|
||||
int Count;
|
||||
float Spacing;
|
||||
float Width, NextWidth;
|
||||
float Pos[8], NextWidths[8];
|
||||
|
||||
ImGuiSimpleColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
float DeclColumns(float w0, float w1, float w2);
|
||||
float CalcExtraSpace(float avail_w);
|
||||
};
|
||||
|
||||
// Internal state of the currently focused/edited text input box
|
||||
struct IMGUI_API ImGuiTextEditState
|
||||
{
|
||||
ImGuiID Id; // widget id owning the text state
|
||||
ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
|
||||
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
||||
ImVector<char> TempTextBuffer;
|
||||
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
|
||||
int BufSizeA; // end-user buffer size
|
||||
float ScrollX;
|
||||
ImGuiStb::STB_TexteditState StbState;
|
||||
float CursorAnim;
|
||||
bool CursorFollow;
|
||||
bool SelectedAllMouseLock;
|
||||
|
||||
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
|
||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
||||
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
|
||||
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
|
||||
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
|
||||
void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
|
||||
void OnKeyPressed(int key);
|
||||
};
|
||||
|
||||
// Data saved in imgui.ini file
|
||||
struct ImGuiIniData
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID Id;
|
||||
ImVec2 Pos;
|
||||
ImVec2 Size;
|
||||
bool Collapsed;
|
||||
};
|
||||
|
||||
// Mouse cursor data (used when io.MouseDrawCursor is set)
|
||||
struct ImGuiMouseCursorData
|
||||
{
|
||||
ImGuiMouseCursor Type;
|
||||
ImVec2 HotOffset;
|
||||
ImVec2 Size;
|
||||
ImVec2 TexUvMin[2];
|
||||
ImVec2 TexUvMax[2];
|
||||
};
|
||||
|
||||
// Storage for current popup stack
|
||||
struct ImGuiPopupRef
|
||||
{
|
||||
ImGuiID PopupId; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
||||
ImGuiID ParentMenuSet; // Set on OpenPopup()
|
||||
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
|
||||
|
||||
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
|
||||
};
|
||||
|
||||
// Main state for ImGui
|
||||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
ImGuiIO IO;
|
||||
ImGuiStyle Style;
|
||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
|
||||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
|
||||
|
||||
float Time;
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountRendered;
|
||||
ImVector<ImGuiWindow*> Windows;
|
||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
ImGuiID HoveredId; // Hovered widget
|
||||
bool HoveredIdAllowOverlap;
|
||||
ImGuiID HoveredIdPreviousFrame;
|
||||
ImGuiID ActiveId; // Active widget
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdIsAlive;
|
||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdAllowOverlap; // Set only by active widget
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
|
||||
ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
|
||||
ImVector<ImGuiIniData> Settings; // .ini Settings
|
||||
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
|
||||
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
||||
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
|
||||
// Storage for SetNexWindow** and SetNextTreeNode*** functions
|
||||
ImVec2 SetNextWindowPosVal;
|
||||
ImVec2 SetNextWindowSizeVal;
|
||||
ImVec2 SetNextWindowContentSizeVal;
|
||||
bool SetNextWindowCollapsedVal;
|
||||
ImGuiSetCond SetNextWindowPosCond;
|
||||
ImGuiSetCond SetNextWindowSizeCond;
|
||||
ImGuiSetCond SetNextWindowContentSizeCond;
|
||||
ImGuiSetCond SetNextWindowCollapsedCond;
|
||||
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
|
||||
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
|
||||
void* SetNextWindowSizeConstraintCallbackUserData;
|
||||
bool SetNextWindowSizeConstraint;
|
||||
bool SetNextWindowFocus;
|
||||
bool SetNextTreeNodeOpenVal;
|
||||
ImGuiSetCond SetNextTreeNodeOpenCond;
|
||||
|
||||
// Render
|
||||
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImVector<ImDrawList*> RenderDrawLists[3];
|
||||
float ModalWindowDarkeningRatio;
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
|
||||
|
||||
// Widget state
|
||||
ImGuiTextEditState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
|
||||
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
|
||||
ImVec2 DragLastMouseDelta;
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
float DragSpeedScaleSlow;
|
||||
float DragSpeedScaleFast;
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
char Tooltip[1024];
|
||||
char* PrivateClipboard; // If no custom clipboard handler is defined
|
||||
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
|
||||
|
||||
// Logging
|
||||
bool LogEnabled;
|
||||
FILE* LogFile; // If != NULL log to stdout/ file
|
||||
ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
int LogStartDepth;
|
||||
int LogAutoExpandMaxDepth;
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
|
||||
int FramerateSecPerFrameIdx;
|
||||
float FramerateSecPerFrameAccum;
|
||||
int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
||||
int CaptureKeyboardNextFrame;
|
||||
char TempBuffer[1024*3+1]; // temporary text buffer
|
||||
|
||||
ImGuiContext()
|
||||
{
|
||||
Initialized = false;
|
||||
Font = NULL;
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
CurrentWindow = NULL;
|
||||
FocusedWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredId = 0;
|
||||
HoveredIdAllowOverlap = false;
|
||||
HoveredIdPreviousFrame = 0;
|
||||
ActiveId = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
MovedWindow = NULL;
|
||||
MovedWindowMoveId = 0;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
|
||||
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowCollapsedVal = false;
|
||||
SetNextWindowPosCond = 0;
|
||||
SetNextWindowSizeCond = 0;
|
||||
SetNextWindowContentSizeCond = 0;
|
||||
SetNextWindowCollapsedCond = 0;
|
||||
SetNextWindowSizeConstraintRect = ImRect();
|
||||
SetNextWindowSizeConstraintCallback = NULL;
|
||||
SetNextWindowSizeConstraintCallbackUserData = NULL;
|
||||
SetNextWindowSizeConstraint = false;
|
||||
SetNextWindowFocus = false;
|
||||
SetNextTreeNodeOpenVal = false;
|
||||
SetNextTreeNodeOpenCond = 0;
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
DragCurrentValue = 0.0f;
|
||||
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
|
||||
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
||||
DragSpeedScaleSlow = 0.01f;
|
||||
DragSpeedScaleFast = 10.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
||||
memset(Tooltip, 0, sizeof(Tooltip));
|
||||
PrivateClipboard = NULL;
|
||||
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
memset(MouseCursorData, 0, sizeof(MouseCursorData));
|
||||
|
||||
LogEnabled = false;
|
||||
LogFile = NULL;
|
||||
LogClipboard = NULL;
|
||||
LogStartDepth = 0;
|
||||
LogAutoExpandMaxDepth = 2;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;
|
||||
memset(TempBuffer, 0, sizeof(TempBuffer));
|
||||
}
|
||||
};
|
||||
|
||||
// Transient per-window data, reset at the beginning of the frame
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
|
||||
struct IMGUI_API ImGuiDrawContext
|
||||
{
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos;
|
||||
ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
|
||||
float CurrentLineHeight;
|
||||
float CurrentLineTextBaseOffset;
|
||||
float PrevLineHeight;
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
ImGuiID LastItemId;
|
||||
ImRect LastItemRect;
|
||||
bool LastItemHoveredAndUsable; // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)
|
||||
bool LastItemHoveredRect; // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)
|
||||
bool MenuBarAppending;
|
||||
float MenuBarOffsetX;
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiLayoutType LayoutType;
|
||||
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
||||
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
|
||||
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
|
||||
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
|
||||
ImVector<float> ItemWidthStack;
|
||||
ImVector<float> TextWrapPosStack;
|
||||
ImVector<bool> AllowKeyboardFocusStack;
|
||||
ImVector<bool> ButtonRepeatStack;
|
||||
ImVector<ImGuiGroupData>GroupStack;
|
||||
ImGuiColorEditMode ColorEditMode;
|
||||
int StackSizesBackup[6]; // Store size of various stacks for asserting
|
||||
|
||||
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
float GroupOffsetX;
|
||||
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
int ColumnsCurrent;
|
||||
int ColumnsCount;
|
||||
float ColumnsMinX;
|
||||
float ColumnsMaxX;
|
||||
float ColumnsStartPosY;
|
||||
float ColumnsCellMinY;
|
||||
float ColumnsCellMaxY;
|
||||
bool ColumnsShowBorders;
|
||||
ImGuiID ColumnsSetId;
|
||||
ImVector<ImGuiColumnData> ColumnsData;
|
||||
|
||||
ImGuiDrawContext()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineHeight = PrevLineHeight = 0.0f;
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
LastItemId = 0;
|
||||
LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
|
||||
LastItemHoveredAndUsable = LastItemHoveredRect = false;
|
||||
MenuBarAppending = false;
|
||||
MenuBarOffsetX = 0.0f;
|
||||
StateStorage = NULL;
|
||||
LayoutType = ImGuiLayoutType_Vertical;
|
||||
ItemWidth = 0.0f;
|
||||
ButtonRepeat = false;
|
||||
AllowKeyboardFocus = true;
|
||||
TextWrapPos = -1.0f;
|
||||
ColorEditMode = ImGuiColorEditMode_RGB;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
IndentX = 0.0f;
|
||||
GroupOffsetX = 0.0f;
|
||||
ColumnsOffsetX = 0.0f;
|
||||
ColumnsCurrent = 0;
|
||||
ColumnsCount = 1;
|
||||
ColumnsMinX = ColumnsMaxX = 0.0f;
|
||||
ColumnsStartPosY = 0.0f;
|
||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||
ColumnsShowBorders = true;
|
||||
ColumnsSetId = 0;
|
||||
}
|
||||
};
|
||||
|
||||
// Windows data
|
||||
struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID; // == ImHash(Name)
|
||||
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
|
||||
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
ImVec2 PosFloat;
|
||||
ImVec2 Pos; // Position rounded-up to nearest pixel
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
|
||||
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
|
||||
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
|
||||
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
|
||||
ImGuiID MoveId; // == window->GetID("#MOVE")
|
||||
ImVec2 Scroll;
|
||||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
bool ScrollbarX, ScrollbarY;
|
||||
ImVec2 ScrollbarSizes;
|
||||
float BorderSize;
|
||||
bool Active; // Set to true on Begin()
|
||||
bool WasActive;
|
||||
bool Accessed; // Set to true when any widget access the current window
|
||||
bool Collapsed; // Set when collapsing window to become only title-bar
|
||||
bool SkipItems; // == Visible && !Collapsed
|
||||
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
|
||||
int AutoFitFramesX, AutoFitFramesY;
|
||||
bool AutoFitOnlyGrows;
|
||||
int AutoPosLastDirection;
|
||||
int HiddenFrames;
|
||||
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
|
||||
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
|
||||
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
|
||||
bool SetWindowPosCenterWanted;
|
||||
|
||||
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
||||
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
|
||||
int LastFrameActive;
|
||||
float ItemWidthDefault;
|
||||
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
float FontWindowScale; // Scale multiplier per-window
|
||||
ImDrawList* DrawList;
|
||||
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
|
||||
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
|
||||
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
|
||||
|
||||
// Navigation / Focus
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
||||
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
||||
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
|
||||
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
|
||||
int FocusIdxTabRequestNext; // "
|
||||
|
||||
public:
|
||||
ImGuiWindow(const char* name);
|
||||
~ImGuiWindow();
|
||||
|
||||
ImGuiID GetID(const char* str, const char* str_end = NULL);
|
||||
ImGuiID GetID(const void* ptr);
|
||||
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
|
||||
|
||||
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
||||
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
|
||||
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Internal API
|
||||
// No guarantee of forward compatibility here.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
|
||||
// If this ever crash because g.CurrentWindow is NULL it means that either
|
||||
// - ImGui::NewFrame() has never been called, which is illegal.
|
||||
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
|
||||
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
|
||||
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
|
||||
IMGUI_API ImGuiWindow* GetParentWindow();
|
||||
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
||||
IMGUI_API void FocusWindow(ImGuiWindow* window);
|
||||
|
||||
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
|
||||
|
||||
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
|
||||
IMGUI_API void ClearActiveID();
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
|
||||
IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
|
||||
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true); // Return true if focus is requested
|
||||
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
|
||||
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
|
||||
|
||||
// NB: All position are in absolute pixels coordinates (not window coordinates)
|
||||
// FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
|
||||
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
|
||||
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
|
||||
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
|
||||
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
|
||||
|
||||
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
|
||||
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
|
||||
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
|
||||
|
||||
IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
|
||||
IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
|
||||
IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
|
||||
|
||||
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
|
||||
IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
|
||||
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
|
||||
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API void TreePushRawID(ImGuiID id);
|
||||
|
||||
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
|
||||
|
||||
IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
|
||||
IMGUI_API float RoundScalar(float value, int decimal_precision);
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
#endif
|
@ -0,0 +1,583 @@
|
||||
// stb_rect_pack.h - v0.10 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// This software is dual-licensed to the public domain and under the following
|
||||
// license: you are granted a perpetual, irrevocable license to copy, modify,
|
||||
// publish, and distribute this file as you see fit.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
stbrp_node *L1 = NULL, *L2 = NULL;
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
L1 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
L2 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int rect_width_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->w > q->w)
|
||||
return -1;
|
||||
if (p->w < q->w)
|
||||
return 1;
|
||||
return (p->h > q->h) ? -1 : (p->h < q->h);
|
||||
}
|
||||
|
||||
static int rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
|
||||
#endif
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags
|
||||
for (i=0; i < num_rects; ++i)
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
}
|
||||
#endif
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,419 @@
|
||||
#include "imgui/imgui-SFML.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
#include <SFML/OpenGL.hpp>
|
||||
#include <SFML/Graphics/Color.hpp>
|
||||
#include <SFML/Graphics/RenderTarget.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics/Sprite.hpp>
|
||||
#include <SFML/Graphics/Texture.hpp>
|
||||
#include <SFML/Window/Event.hpp>
|
||||
#include <SFML/Window/Window.hpp>
|
||||
|
||||
#include <cstddef> // offsetof, NULL
|
||||
#include <cassert>
|
||||
|
||||
// Supress warnings caused by converting from uint to void* in pCmd->TextureID
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
|
||||
#endif
|
||||
|
||||
static bool s_windowHasFocus = true;
|
||||
static bool s_mousePressed[3] = { false, false, false };
|
||||
static sf::Texture* s_fontTexture = NULL; // owning pointer to internal font atlas which is used if user doesn't set custom sf::Texture.
|
||||
namespace
|
||||
{
|
||||
|
||||
ImVec2 getTopLeftAbsolute(const sf::FloatRect& rect);
|
||||
ImVec2 getDownRightAbsolute(const sf::FloatRect& rect);
|
||||
|
||||
inline void RenderDrawLists(ImDrawData* draw_data); // rendering callback function prototype
|
||||
|
||||
// Implementation of ImageButton overload
|
||||
bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
|
||||
const sf::Color& bgColor, const sf::Color& tintColor);
|
||||
|
||||
} // anonymous namespace for helper / "private" functions
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
namespace SFML
|
||||
{
|
||||
|
||||
void Init(sf::RenderTarget& target, sf::Texture* fontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// init keyboard mapping
|
||||
io.KeyMap[ImGuiKey_Tab] = sf::Keyboard::Tab;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = sf::Keyboard::Left;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = sf::Keyboard::Right;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = sf::Keyboard::Up;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = sf::Keyboard::Down;
|
||||
io.KeyMap[ImGuiKey_PageUp] = sf::Keyboard::PageUp;
|
||||
io.KeyMap[ImGuiKey_PageDown] = sf::Keyboard::PageDown;
|
||||
io.KeyMap[ImGuiKey_Home] = sf::Keyboard::Home;
|
||||
io.KeyMap[ImGuiKey_End] = sf::Keyboard::End;
|
||||
io.KeyMap[ImGuiKey_Delete] = sf::Keyboard::Delete;
|
||||
io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::BackSpace;
|
||||
io.KeyMap[ImGuiKey_Enter] = sf::Keyboard::Return;
|
||||
io.KeyMap[ImGuiKey_Escape] = sf::Keyboard::Escape;
|
||||
io.KeyMap[ImGuiKey_A] = sf::Keyboard::A;
|
||||
io.KeyMap[ImGuiKey_C] = sf::Keyboard::C;
|
||||
io.KeyMap[ImGuiKey_V] = sf::Keyboard::V;
|
||||
io.KeyMap[ImGuiKey_X] = sf::Keyboard::X;
|
||||
io.KeyMap[ImGuiKey_Y] = sf::Keyboard::Y;
|
||||
io.KeyMap[ImGuiKey_Z] = sf::Keyboard::Z;
|
||||
|
||||
// init rendering
|
||||
io.DisplaySize = static_cast<sf::Vector2f>(target.getSize());
|
||||
io.RenderDrawListsFn = RenderDrawLists; // set render callback
|
||||
|
||||
if (fontTexture == NULL) {
|
||||
if (s_fontTexture) { // delete previously created texture
|
||||
delete s_fontTexture;
|
||||
}
|
||||
|
||||
s_fontTexture = new sf::Texture;
|
||||
createFontTexture(*s_fontTexture);
|
||||
setFontTexture(*s_fontTexture);
|
||||
} else {
|
||||
setFontTexture(*fontTexture);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessEvent(const sf::Event& event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (s_windowHasFocus) {
|
||||
switch (event.type)
|
||||
{
|
||||
case sf::Event::MouseButtonPressed: // fall-through
|
||||
case sf::Event::MouseButtonReleased:
|
||||
{
|
||||
int button = event.mouseButton.button;
|
||||
if (event.type == sf::Event::MouseButtonPressed &&
|
||||
button >= 0 && button < 3) {
|
||||
s_mousePressed[event.mouseButton.button] = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case sf::Event::MouseWheelMoved:
|
||||
io.MouseWheel += static_cast<float>(event.mouseWheel.delta);
|
||||
break;
|
||||
case sf::Event::KeyPressed: // fall-through
|
||||
case sf::Event::KeyReleased:
|
||||
io.KeysDown[event.key.code] = (event.type == sf::Event::KeyPressed);
|
||||
io.KeyCtrl = event.key.control;
|
||||
io.KeyShift = event.key.shift;
|
||||
io.KeyAlt = event.key.alt;
|
||||
break;
|
||||
case sf::Event::TextEntered:
|
||||
if (event.text.unicode > 0 && event.text.unicode < 0x10000) {
|
||||
io.AddInputCharacter(static_cast<ImWchar>(event.text.unicode));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (event.type)
|
||||
{
|
||||
case sf::Event::LostFocus:
|
||||
s_windowHasFocus = false;
|
||||
break;
|
||||
case sf::Event::GainedFocus:
|
||||
s_windowHasFocus = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Update(sf::RenderWindow& window, sf::Time dt)
|
||||
{
|
||||
Update(window, window, dt);
|
||||
}
|
||||
|
||||
void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt)
|
||||
{
|
||||
Update(sf::Mouse::getPosition(window), static_cast<sf::Vector2f>(target.getSize()), dt);
|
||||
window.setMouseCursorVisible(!ImGui::GetIO().MouseDrawCursor); // don't draw mouse cursor if ImGui draws it
|
||||
}
|
||||
|
||||
void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = displaySize;
|
||||
io.DeltaTime = dt.asSeconds();
|
||||
|
||||
if (s_windowHasFocus) {
|
||||
io.MousePos = mousePos;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
io.MouseDown[i] = s_mousePressed[i] || sf::Mouse::isButtonPressed((sf::Mouse::Button)i);
|
||||
s_mousePressed[i] = false;
|
||||
}
|
||||
}
|
||||
|
||||
assert(io.Fonts->Fonts.Size > 0); // You forgot to create and set up font atlas (see createFontTexture)
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
|
||||
if (s_fontTexture) { // if internal texture was created, we delete it
|
||||
delete s_fontTexture;
|
||||
s_fontTexture = NULL;
|
||||
}
|
||||
|
||||
ImGui::Shutdown(); // need to specify namespace here, otherwise ImGui::SFML::Shutdown would be called
|
||||
}
|
||||
|
||||
void createFontTexture(sf::Texture& texture)
|
||||
{
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
texture.create(width, height);
|
||||
texture.update(pixels);
|
||||
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
void setFontTexture(sf::Texture& texture)
|
||||
{
|
||||
ImGui::GetIO().Fonts->TexID = (void*)texture.getNativeHandle();
|
||||
if (&texture != s_fontTexture) { // internal texture is not needed anymore
|
||||
delete s_fontTexture;
|
||||
s_fontTexture = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
} // end of namespace SFML
|
||||
|
||||
|
||||
/////////////// Image Overloads
|
||||
|
||||
void Image(const sf::Texture& texture,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
ImGui::Image((void*)texture.getNativeHandle(), size, ImVec2(0, 0), ImVec2(1, 1), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
Image(texture, sf::Vector2f(textureRect.width, textureRect.height), textureRect, tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||||
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
||||
(textureRect.top + textureRect.height) / textureSize.y);
|
||||
ImGui::Image((void*)texture.getNativeHandle(), size, uv0, uv1, tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Sprite& sprite,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
sf::FloatRect bounds = sprite.getGlobalBounds();
|
||||
Image(sprite, sf::Vector2f(bounds.width, bounds.height), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
const sf::Texture* texturePtr = sprite.getTexture();
|
||||
// sprite without texture cannot be drawn
|
||||
if (!texturePtr) { return; }
|
||||
|
||||
Image(*texturePtr, size, tintColor, borderColor);
|
||||
}
|
||||
|
||||
/////////////// Image Button Overloads
|
||||
|
||||
bool ImageButton(const sf::Texture& texture,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
return ImageButton(texture, static_cast<sf::Vector2f>(texture.getSize()), framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
return ::imageButtonImpl(texture, sf::FloatRect(0.f, 0.f, textureSize.x, textureSize.y), size, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::FloatRect spriteSize = sprite.getGlobalBounds();
|
||||
return ImageButton(sprite, sf::Vector2f(spriteSize.width, spriteSize.height), framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
const sf::Texture* texturePtr = sprite.getTexture();
|
||||
if (!texturePtr) { return false; }
|
||||
return ::imageButtonImpl(*texturePtr, static_cast<sf::FloatRect>(sprite.getTextureRect()), size, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
/////////////// Draw_list Overloads
|
||||
|
||||
void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& color,
|
||||
float thickness)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
sf::Vector2f pos = ImGui::GetCursorScreenPos();
|
||||
draw_list->AddLine(a + pos, b + pos, ColorConvertFloat4ToU32(color), thickness);
|
||||
}
|
||||
|
||||
void DrawRect(const sf::FloatRect& rect, const sf::Color& color,
|
||||
float rounding, int rounding_corners, float thickness)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRect(
|
||||
getTopLeftAbsolute(rect),
|
||||
getDownRightAbsolute(rect),
|
||||
ColorConvertFloat4ToU32(color), rounding, rounding_corners, thickness);
|
||||
}
|
||||
|
||||
void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color,
|
||||
float rounding, int rounding_corners)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRect(
|
||||
getTopLeftAbsolute(rect),
|
||||
getDownRightAbsolute(rect),
|
||||
ColorConvertFloat4ToU32(color), rounding, rounding_corners);
|
||||
}
|
||||
|
||||
} // end of namespace ImGui
|
||||
|
||||
namespace
|
||||
{
|
||||
ImVec2 getTopLeftAbsolute(const sf::FloatRect & rect)
|
||||
{
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
return ImVec2(rect.left + pos.x, rect.top + pos.y);
|
||||
}
|
||||
ImVec2 getDownRightAbsolute(const sf::FloatRect & rect)
|
||||
{
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
return ImVec2(rect.left + rect.width + pos.x, rect.top + rect.height + pos.y);
|
||||
}
|
||||
|
||||
// Rendering callback
|
||||
void RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
if (draw_data->CmdListsCount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
assert(io.Fonts->TexID != NULL); // You forgot to create and set font texture
|
||||
|
||||
// scale stuff (needed for proper handling of window resize)
|
||||
int fb_width = static_cast<int>(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = static_cast<int>(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0) { return; }
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Save OpenGL state
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; ++n) {
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
|
||||
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); ++cmd_i) {
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback) {
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
} else {
|
||||
GLuint tex_id = (GLuint)*((unsigned int*)&pcmd->TextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
|
||||
(int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
|
||||
const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
|
||||
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||||
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
||||
(textureRect.top + textureRect.height) / textureSize.y);
|
||||
|
||||
return ImGui::ImageButton((void*)texture.getNativeHandle(), size, uv0, uv1, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
} // end of anonymous namespace
|
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Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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Reference in new issue