mirror of
https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 16:30:32 +00:00
Integrated ImGui framework:
- Added ImGui framework source directory. - Added to ImGui module include paths pointing to ImGui source directory. - Added to ImGui module implementation file that includes ImGui source code to be built as part of the module.
This commit is contained in:
parent
cd98f86005
commit
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@ -1,5 +1,6 @@
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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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using System.IO;
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using UnrealBuildTool;
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using UnrealBuildTool;
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public class ImGui : ModuleRules
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public class ImGui : ModuleRules
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@ -9,7 +10,8 @@ public class ImGui : ModuleRules
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PublicIncludePaths.AddRange(
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PublicIncludePaths.AddRange(
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new string[] {
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new string[] {
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"ImGui/Public"
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"ImGui/Public",
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Path.Combine(ModuleDirectory, "../ThirdParty/ImGuiLibrary/Include")
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// ... add public include paths required here ...
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// ... add public include paths required here ...
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}
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}
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);
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);
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@ -17,7 +19,8 @@ public class ImGui : ModuleRules
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PrivateIncludePaths.AddRange(
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PrivateIncludePaths.AddRange(
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new string[] {
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new string[] {
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"ImGui/Private"
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"ImGui/Private",
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"ThirdParty/ImGuiLibrary/Private"
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// ... add other private include paths required here ...
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// ... add other private include paths required here ...
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}
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}
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);
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);
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22
Source/ImGui/Private/ImGuiImplementation.cpp
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Source/ImGui/Private/ImGuiImplementation.cpp
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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
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#include "ImGuiPrivatePCH.h"
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// We build ImGui source code as part of this module. This is for convenience (no need to manually build libraries for
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// different target platforms) but it also exposes the whole ImGui source for inspection, which can be pretty handy.
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// Source files are included from Third Party directory, so we can wrap them in required by Unreal Build System headers
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// without modifications in ImGui source code.
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//
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// We don't need to define IMGUI_API manually because it is already done for this module.
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#if PLATFORM_WINDOWS
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#include <AllowWindowsPlatformTypes.h>
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#endif // PLATFORM_WINDOWS
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#include "imgui.cpp"
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#include "imgui_demo.cpp"
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#include "imgui_draw.cpp"
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#if PLATFORM_WINDOWS
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#include <HideWindowsPlatformTypes.h>
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#endif // PLATFORM_WINDOWS
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Source/ThirdParty/ImGuiLibrary/ImGuiLibrary.Build.cs
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Source/ThirdParty/ImGuiLibrary/ImGuiLibrary.Build.cs
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using UnrealBuildTool;
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public class ImGuiLibrary : ModuleRules
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{
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public ImGuiLibrary(TargetInfo Target)
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{
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Type = ModuleType.External;
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}
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}
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Source/ThirdParty/ImGuiLibrary/ImGuiLibrary.tps
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Source/ThirdParty/ImGuiLibrary/ImGuiLibrary.tps
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<?xml version="1.0" encoding="utf-8"?>
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<TpsData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<Notification>
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Dear ImGui source files re-packaged to be included in Unreal Engine. Original Omar Cornut's repository can be found at https://github.com/ocornut/imgui.
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</Notification>
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</TpsData>
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Source/ThirdParty/ImGuiLibrary/Include/imconfig.h
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Source/ThirdParty/ImGuiLibrary/Include/imconfig.h
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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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1400
Source/ThirdParty/ImGuiLibrary/Include/imgui.h
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1400
Source/ThirdParty/ImGuiLibrary/Include/imgui.h
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21
Source/ThirdParty/ImGuiLibrary/LICENSE
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Source/ThirdParty/ImGuiLibrary/LICENSE
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The MIT License (MIT)
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Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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9853
Source/ThirdParty/ImGuiLibrary/Private/imgui.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui_demo.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui_demo.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui_draw.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui_draw.cpp
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Source/ThirdParty/ImGuiLibrary/Private/imgui_internal.h
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Source/ThirdParty/ImGuiLibrary/Private/imgui_internal.h
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// dear imgui, v1.50 WIP
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// (internals)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
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// #define IMGUI_DEFINE_MATH_OPERATORS
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#pragma once
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#ifndef IMGUI_VERSION
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#error Must include imgui.h before imgui_internal.h
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#endif
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#include <stdio.h> // FILE*
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#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
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#ifdef _MSC_VER
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#pragma warning (push)
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#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)
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#endif
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
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#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
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#pragma clang diagnostic ignored "-Wold-style-cast"
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#endif
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//-----------------------------------------------------------------------------
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// Forward Declarations
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//-----------------------------------------------------------------------------
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struct ImRect;
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struct ImGuiColMod;
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struct ImGuiStyleMod;
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struct ImGuiGroupData;
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struct ImGuiSimpleColumns;
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struct ImGuiDrawContext;
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struct ImGuiTextEditState;
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struct ImGuiIniData;
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struct ImGuiMouseCursorData;
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struct ImGuiPopupRef;
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struct ImGuiWindow;
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typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
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typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
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typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
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//-------------------------------------------------------------------------
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// STB libraries
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//-------------------------------------------------------------------------
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namespace ImGuiStb
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{
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#undef STB_TEXTEDIT_STRING
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#undef STB_TEXTEDIT_CHARTYPE
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#define STB_TEXTEDIT_STRING ImGuiTextEditState
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#define STB_TEXTEDIT_CHARTYPE ImWchar
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#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
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#include "stb_textedit.h"
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} // namespace ImGuiStb
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//-----------------------------------------------------------------------------
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// Context
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//-----------------------------------------------------------------------------
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#ifndef GImGui
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extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
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#endif
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//-----------------------------------------------------------------------------
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// Helpers
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//-----------------------------------------------------------------------------
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
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#define IM_PI 3.14159265358979323846f
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#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
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// Helpers: UTF-8 <> wchar
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IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
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IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
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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
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IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
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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
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// Helpers: Misc
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IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
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IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
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IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
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IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
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static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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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; }
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// Helpers: String
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IMGUI_API int ImStricmp(const char* str1, const char* str2);
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IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
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IMGUI_API char* ImStrdup(const char* str);
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IMGUI_API int ImStrlenW(const ImWchar* str);
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IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
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IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
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IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
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IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
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// Helpers: Math
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// 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)
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#ifdef IMGUI_DEFINE_MATH_OPERATORS
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static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
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static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
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static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
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static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
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static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
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static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
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static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
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static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
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static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
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static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
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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); }
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#endif
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static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
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static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
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static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
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static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
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static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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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)); }
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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||||||
|
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
|
583
Source/ThirdParty/ImGuiLibrary/Private/stb_rect_pack.h
vendored
Normal file
583
Source/ThirdParty/ImGuiLibrary/Private/stb_rect_pack.h
vendored
Normal file
@ -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
|
1322
Source/ThirdParty/ImGuiLibrary/Private/stb_textedit.h
vendored
Normal file
1322
Source/ThirdParty/ImGuiLibrary/Private/stb_textedit.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
4018
Source/ThirdParty/ImGuiLibrary/Private/stb_truetype.h
vendored
Normal file
4018
Source/ThirdParty/ImGuiLibrary/Private/stb_truetype.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
226
Source/ThirdParty/ImGuiLibrary/README.md
vendored
Normal file
226
Source/ThirdParty/ImGuiLibrary/README.md
vendored
Normal file
@ -0,0 +1,226 @@
|
|||||||
|
dear imgui,
|
||||||
|
=====
|
||||||
|
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
|
||||||
|
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
|
||||||
|
|
||||||
|
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
|
||||||
|
|
||||||
|
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||||
|
|
||||||
|
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||||
|
|
||||||
|
ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
|
||||||
|
|
||||||
|
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
|
||||||
|
|
||||||
|
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||||
|
|
||||||
|
- imgui.cpp
|
||||||
|
- imgui.h
|
||||||
|
- imgui_demo.cpp
|
||||||
|
- imgui_draw.cpp
|
||||||
|
- imgui_internal.h
|
||||||
|
- imconfig.h (empty by default, user-editable)
|
||||||
|
- stb_rect_pack.h
|
||||||
|
- stb_textedit.h
|
||||||
|
- stb_truetype.h
|
||||||
|
|
||||||
|
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
||||||
|
|
||||||
|
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
|
||||||
|
|
||||||
|
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
|
||||||
|
|
||||||
|
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
|
||||||
|
|
||||||
|
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||||
|
|
||||||
|
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
|
||||||
|
|
||||||
|
Binaries/Demo
|
||||||
|
-------------
|
||||||
|
|
||||||
|
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
|
||||||
|
- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
|
||||||
|
|
||||||
|
Bindings
|
||||||
|
--------
|
||||||
|
|
||||||
|
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
|
||||||
|
|
||||||
|
_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
|
||||||
|
|
||||||
|
Languages:
|
||||||
|
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
|
||||||
|
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
|
||||||
|
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
|
||||||
|
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
|
||||||
|
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
|
||||||
|
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
|
||||||
|
- LUA: https://github.com/patrickriordan/imgui_lua_bindings
|
||||||
|
|
||||||
|
Frameworks:
|
||||||
|
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
|
||||||
|
- Unmerged PR: DirectX12 example (with issues) https://github.com/ocornut/imgui/pull/301
|
||||||
|
- Unmerged PR: SDL2 + OpenGLES + Emscripten example https://github.com/ocornut/imgui/pull/336
|
||||||
|
- Unmerged PR: FreeGlut + OpenGL2 example https://github.com/ocornut/imgui/pull/801
|
||||||
|
- Unmerged PR: Native Win32 and OSX example https://github.com/ocornut/imgui/pull/281
|
||||||
|
- Unmerged PR: Android Example https://github.com/ocornut/imgui/pull/421
|
||||||
|
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
|
||||||
|
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
|
||||||
|
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
|
||||||
|
- LÖVE backend for dear imgui https://github.com/slages/love-imgui
|
||||||
|
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
|
||||||
|
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
|
||||||
|
- SFML backend for dear imgui https://github.com/EliasD/imgui-sfml
|
||||||
|
- SFML backend for dear imgui https://github.com/Mischa-Alff/imgui-backends
|
||||||
|
- cocos2d-x with imgui https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
|
||||||
|
- NanoRT: software raytraced version https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
|
||||||
|
|
||||||
|
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
|
||||||
|
Please contact me with the Issues tracker or Twitter to fix/update this list.
|
||||||
|
|
||||||
|
Gallery
|
||||||
|
-------
|
||||||
|
|
||||||
|
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
|
||||||
|
|
||||||
|
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
|
||||||
|
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||||
|
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
|
||||||
|
|
||||||
|
[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
|
||||||
|
|
||||||
|
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
|
||||||
|
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
|
||||||
|
![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
|
||||||
|
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
|
||||||
|
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
|
||||||
|
|
||||||
|
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
|
||||||
|
```
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
|
|
||||||
|
// For Microsoft IME, pass your HWND to enable IME positioning:
|
||||||
|
io.ImeWindowHandle = my_hwnd;
|
||||||
|
```
|
||||||
|
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
|
||||||
|
|
||||||
|
References
|
||||||
|
----------
|
||||||
|
|
||||||
|
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||||
|
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||||
|
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||||
|
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
|
||||||
|
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||||
|
|
||||||
|
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
|
||||||
|
|
||||||
|
Frequently Asked Question (FAQ)
|
||||||
|
-------------------------------
|
||||||
|
|
||||||
|
<b>Where is the documentation?</b>
|
||||||
|
|
||||||
|
- The documentation is at the top of imgui.cpp + effectively imgui.h.
|
||||||
|
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
|
||||||
|
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
|
||||||
|
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||||
|
|
||||||
|
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
|
||||||
|
|
||||||
|
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||||
|
|
||||||
|
<b>How do I update to a newer version of ImGui?</b>
|
||||||
|
<br><b>What is ImTextureID and how do I display an image?</b>
|
||||||
|
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
|
||||||
|
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
|
||||||
|
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
|
||||||
|
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
|
||||||
|
<br><b>How can I load a different font than the default?</b>
|
||||||
|
<br><b>How can I easily use icons in my application?</b>
|
||||||
|
<br><b>How can I load multiple fonts?</b>
|
||||||
|
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
|
||||||
|
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
|
||||||
|
|
||||||
|
See the FAQ in imgui.cpp for answers.
|
||||||
|
|
||||||
|
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
|
||||||
|
|
||||||
|
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
|
||||||
|
|
||||||
|
<b>Can you create elaborate/serious tools with ImGui?</b>
|
||||||
|
|
||||||
|
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
|
||||||
|
|
||||||
|
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
|
||||||
|
|
||||||
|
<b>Is ImGui fast?</b>
|
||||||
|
|
||||||
|
Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
|
||||||
|
|
||||||
|
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
|
||||||
|
|
||||||
|
![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
|
||||||
|
|
||||||
|
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
|
||||||
|
|
||||||
|
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
|
||||||
|
|
||||||
|
<b>Can you reskin the look of ImGui?</b>
|
||||||
|
|
||||||
|
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
|
||||||
|
|
||||||
|
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
|
||||||
|
|
||||||
|
[![Skinning in LumixEngine](https://cloud.githubusercontent.com/assets/8225057/13198792/92808c5c-d812-11e5-9507-16b63918b05b.jpg)](https://cloud.githubusercontent.com/assets/8225057/13044612/59f07aec-d3cf-11e5-8ccb-39adf2e13e69.png)
|
||||||
|
|
||||||
|
<b>Why using C++ (as opposed to C)?</b>
|
||||||
|
|
||||||
|
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
|
||||||
|
|
||||||
|
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
|
||||||
|
|
||||||
|
Donate
|
||||||
|
------
|
||||||
|
|
||||||
|
<b>Can I donate to support the development of ImGui?</b>
|
||||||
|
|
||||||
|
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||||
|
|
||||||
|
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
|
||||||
|
|
||||||
|
Credits
|
||||||
|
-------
|
||||||
|
|
||||||
|
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||||
|
|
||||||
|
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
|
||||||
|
|
||||||
|
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||||
|
|
||||||
|
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||||
|
|
||||||
|
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||||
|
|
||||||
|
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||||
|
|
||||||
|
Double-chocolate sponsors:
|
||||||
|
- Media Molecule
|
||||||
|
- Mobigame
|
||||||
|
- Insomniac Games (sponsored the gamepad/keyboard navigation branch)
|
||||||
|
- Aras Pranckevičius
|
||||||
|
|
||||||
|
Salty caramel supporters:
|
||||||
|
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
|
||||||
|
|
||||||
|
Caramel supporters:
|
||||||
|
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix.
|
||||||
|
|
||||||
|
And other supporters; thanks!
|
||||||
|
|
||||||
|
License
|
||||||
|
-------
|
||||||
|
|
||||||
|
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
Loading…
Reference in New Issue
Block a user