diff --git a/3rdparty/ocornut-imgui/imgui.cpp b/3rdparty/ocornut-imgui/imgui.cpp index cba27de8a..6cb821f6e 100644 --- a/3rdparty/ocornut-imgui/imgui.cpp +++ b/3rdparty/ocornut-imgui/imgui.cpp @@ -26,11 +26,12 @@ - I integrated ImGui in my engine and the text or lines are blurry.. - I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - 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. - - How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? + - How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? - How can I load a different font than the default? - How can I easily use icons in my application? - How can I load multiple fonts? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables) - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - ISSUES & TODO-LIST - CODE @@ -158,7 +159,8 @@ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Also read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2017/07/30 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse @@ -405,7 +407,7 @@ e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change. e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! - Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? + Q: How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. - When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application. - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard). @@ -456,19 +458,33 @@ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. - All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will not work. - In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code. - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - io.ImeWindowHandle = MY_HWND; // To input using Microsoft IME, give ImGui the hwnd of your application + // Add default Japanese ranges + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) + ImVector ranges; + ImFontAtlas::GlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that. + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. + Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + + Text input: it is up to your application to pass the right character code to io.AddInputCharacter(). The applications in examples/ are doing that. + For languages using IME, on Windows you can copy the Hwnd of your application to io.ImeWindowHandle. The default implementation of io.ImeSetInputScreenPosFn() on Windows will set your IME position correctly. + + Q: How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables) + A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' so you don't rely on the default globals. Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha, then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + You can also perfectly create a standalone ImDrawList instance _but_ you need ImGui to be initialized because ImDrawList pulls from ImGui data to retrieve the coordinates of the white pixel. - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code. - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug" @@ -745,12 +761,13 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); // Context //----------------------------------------------------------------------------- -// Default font atlas storage . +// Default font atlas storage. // New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable. static ImFontAtlas GImDefaultFontAtlas; // Default context storage + current context pointer. // Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext() +// If you are hot-reloading this code in a DLL you will lose the static/global variables. Create your own context+font atlas instead of relying on those default (see FAQ entry "How can I preserve my ImGui context across reloading a DLL?"). // ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by: // - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts) // - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 @@ -3091,20 +3108,13 @@ void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - - ImVec2 a, b, c; float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f); float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f); - a.x = pos.x + 0.5f + start_x; - b.x = a.x + rem_third; - c.x = a.x + rem_third * 3.0f; - b.y = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y); - a.y = b.y - rem_third; - c.y = b.y - rem_third * 2.0f; - - window->DrawList->PathLineTo(a); - window->DrawList->PathLineTo(b); - window->DrawList->PathLineTo(c); + float bx = pos.x + 0.5f + start_x + rem_third; + float by = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y); + window->DrawList->PathLineTo(ImVec2(bx - rem_third, by - rem_third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + rem_third*2, by - rem_third*2)); window->DrawList->PathStroke(col, false); } @@ -9512,20 +9522,19 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl PushID(label); BeginGroup(); - if ((flags & ImGuiColorEditFlags_NoSidePreview) == 0) + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) flags |= ImGuiColorEditFlags_NoSmallPreview; - if ((flags & ImGuiColorEditFlags_NoOptions) == 0) - { - // Context menu: display and store options. + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorPickerOptionsPopup(flags, col); - // Read stored options - if ((flags & ImGuiColorEditFlags__PickerMask) == 0) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); - } // Setup bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); @@ -9667,7 +9676,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) value_changed |= ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB); @@ -10241,21 +10250,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) } } -// FIXME: May want to remove those helpers? -void ImGui::ValueColor(const char* prefix, const ImVec4& v) -{ - Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w); - SameLine(); - ColorButton(prefix, v); -} - -void ImGui::ValueColor(const char* prefix, ImU32 v) -{ - Text("%s: %08X", prefix, v); - SameLine(); - ColorButton(prefix, ColorConvertU32ToFloat4(v)); -} - //----------------------------------------------------------------------------- // PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- diff --git a/3rdparty/ocornut-imgui/imgui.h b/3rdparty/ocornut-imgui/imgui.h index 60bd19260..5b81c733d 100644 --- a/3rdparty/ocornut-imgui/imgui.h +++ b/3rdparty/ocornut-imgui/imgui.h @@ -363,8 +363,6 @@ namespace ImGui IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, unsigned int v); IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); - IMGUI_API void ValueColor(const char* prefix, const ImVec4& v); - IMGUI_API void ValueColor(const char* prefix, ImU32 v); // Tooltips IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip(). @@ -1354,7 +1352,7 @@ struct ImFontAtlas void SetTexID(ImTextureID id) { TexID = id; } // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) - // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create a UTF-8 string literally using the u8"Hello world" syntax. See FAQ for details. + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs @@ -1362,6 +1360,19 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + // Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges(). + struct GlyphRangesBuilder + { + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); } + bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; } + void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array + void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges + }; + // Members // (Access texture data via GetTexData*() calls which will setup a default font for you.) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. diff --git a/3rdparty/ocornut-imgui/imgui_draw.cpp b/3rdparty/ocornut-imgui/imgui_draw.cpp index 0b5caae5b..926f646c8 100644 --- a/3rdparty/ocornut-imgui/imgui_draw.cpp +++ b/3rdparty/ocornut-imgui/imgui_draw.cpp @@ -1696,6 +1696,44 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } +//----------------------------------------------------------------------------- +// ImFontAtlas::GlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + if (c < 0x10000) + AddChar((ImWchar)c); + } +} + +void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + for (int n = 0; n < 0x10000; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < 0x10000 && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + //----------------------------------------------------------------------------- // ImFont //-----------------------------------------------------------------------------