mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 06:25:54 +01:00
Merge branch 'master' into docking
# Conflicts: # imgui_demo.cpp # imgui_draw.cpp # imgui_internal.h # imgui_widgets.cpp
This commit is contained in:
commit
83ccc610cc
35
.github/workflows/build.yml
vendored
35
.github/workflows/build.yml
vendored
@ -77,7 +77,7 @@ jobs:
|
||||
run: |
|
||||
cd examples\example_null
|
||||
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
.\build_win32.bat /W4
|
||||
.\build_win.bat /W4
|
||||
|
||||
- name: Build example_null (single file build)
|
||||
shell: bash
|
||||
@ -268,6 +268,39 @@ jobs:
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
Build-Windows-ARM64:
|
||||
runs-on: windows-11-arm
|
||||
name: Build - Windows ARM64
|
||||
|
||||
defaults:
|
||||
run:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
env:
|
||||
VS_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise
|
||||
steps:
|
||||
- uses: actions/checkout@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- name: Build example_null (extra warnings, msvc arm64)
|
||||
shell: cmd
|
||||
run: |
|
||||
cd examples\example_null
|
||||
call "%VS_PATH%\VC\Auxiliary\Build\vcvarsarm64.bat"
|
||||
.\build_win.bat /W4
|
||||
|
||||
- name: Run example_null (msvc arm64)
|
||||
shell: cmd
|
||||
run: examples\example_null\Debug\example_null.exe
|
||||
|
||||
- name: Build example_win32_directx11 (msvc arm64)
|
||||
shell: cmd
|
||||
run: |
|
||||
cd examples\example_win32_directx11
|
||||
call "%VS_PATH%\VC\Auxiliary\Build\vcvarsarm64.bat"
|
||||
.\build_win.bat
|
||||
|
||||
Build-Linux:
|
||||
runs-on: ubuntu-latest
|
||||
name: Build - Linux
|
||||
|
||||
@ -66,9 +66,22 @@ Autumn cleanup of stuff marked obsolete more than two years ago:
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Style: `StyleColorsDark()`: tweaked WindowBg to be darker than in 1.93.0.
|
||||
- Style: added `style.SymbolArrowSizeFactor`, `style.SymbolArrowThicknessFactor` to tweak
|
||||
the shape and look of arrows. Made default arrow stroked. (#5233, #2431, #2235, #6730, #8243)
|
||||
Legacy arrow: size: (0.60f,0.70f), thickness: 0.0f
|
||||
New arrow: size: (0.72f,0.40f), thickness: 0.30f
|
||||
- TreeNode:
|
||||
- TreeNodeGetOpen(): added flags parameter to allow passing `ImGuiTreeNodeFlags_DefaultOpen`
|
||||
or `ImGuiTreeNodeFlags_Leaf`. (#9569, #9592, #3823, #9251) [@adalisk-emikhaylov, @Yaki-Blake]
|
||||
- ImVec2: added a check for cases where a custom `IM_VEC2_CLASS_EXTRA` macro
|
||||
adds an extra `operator=` to ImVec2. This isn't supported but should not
|
||||
be needed as you should have a constructor to convert from your type to ImVec2.
|
||||
- CI: added some ARM64 builds. (#9593) [@Harishmcw]
|
||||
- Examples: renamed various helper batch files from build_win32.bat to build_win.bat
|
||||
to reflect that they can also build X64 or ARM64, given the right environment.
|
||||
Made the script detect the environment when needed (e.g. to specify library path).
|
||||
- Examples: added support for ARM64 in selected build_win.bat helpers. (#9593) [@Harishmcw]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
@ -205,6 +218,7 @@ Breaking Changes:
|
||||
- `ImDrawFlags_RoundCornersBottom` -> `ImDrawFlags_RoundBottom`
|
||||
- `ImDrawFlags_RoundCornersLeft` -> `ImDrawFlags_RoundLeft`
|
||||
- `ImDrawFlags_RoundCornersRight` -> `ImDrawFlags_RoundRight`
|
||||
- `ImDrawFlags_RoundCornersMask_` -> `ImDrawFlags_RoundMask_`
|
||||
Kept redirection enums (will obsolete).
|
||||
- Marked `ImDrawListFlags_AntiAliasedLinesUseTex` and `style.AntiAliasedLinesUseTex` as
|
||||
obsolete, as the new line rendering code always uses textures.
|
||||
|
||||
21
examples/example_glfw_opengl2/build_win.bat
Normal file
21
examples/example_glfw_opengl2/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_glfw_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
21
examples/example_glfw_opengl3/build_win.bat
Normal file
21
examples/example_glfw_opengl3/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_glfw_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
25
examples/example_glfw_vulkan/build_win.bat
Normal file
25
examples/example_glfw_vulkan/build_win.bat
Normal file
@ -0,0 +1,25 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,3 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
|
||||
@ -92,8 +92,9 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>
|
||||
</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -107,8 +108,9 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>
|
||||
</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -126,8 +128,9 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>
|
||||
</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -145,8 +148,9 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>
|
||||
</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
|
||||
21
examples/example_sdl2_directx11/build_win.bat
Normal file
21
examples/example_sdl2_directx11/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl2_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL2.lib SDL2main.lib d3d11.lib d3dcompiler.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -97,7 +97,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -113,7 +113,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -133,7 +133,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -154,7 +154,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -186,4 +186,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
21
examples/example_sdl2_opengl2/build_win.bat
Normal file
21
examples/example_sdl2_opengl2/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl2_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
Use build_win.bat or directly:
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
|
||||
21
examples/example_sdl2_opengl3/build_win.bat
Normal file
21
examples/example_sdl2_opengl3/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl2_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
21
examples/example_sdl2_sdlrenderer2/build_win.bat
Normal file
21
examples/example_sdl2_sdlrenderer2/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl2_sdlrenderer_
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL2.lib SDL2main.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_sdlrenderer_
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
25
examples/example_sdl2_vulkan/build_win.bat
Normal file
25
examples/example_sdl2_vulkan/build_win.bat
Normal file
@ -0,0 +1,25 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
23
examples/example_sdl3_directx11/build_win.bat
Normal file
23
examples/example_sdl3_directx11/build_win.bat
Normal file
@ -0,0 +1,23 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl3_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL3.lib d3d11.lib d3dcompiler.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
|
||||
@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -97,7 +97,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -113,7 +113,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -133,7 +133,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -154,7 +154,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -186,4 +186,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
Use build_win.bat or directly:
|
||||
```
|
||||
set SDL3_DIR=path_to_your_sdl3_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
|
||||
|
||||
27
examples/example_sdl3_opengl3/build_win.bat
Normal file
27
examples/example_sdl3_opengl3/build_win.bat
Normal file
@ -0,0 +1,27 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl3_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL3.lib opengl32.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
|
||||
@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl3_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl3_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
27
examples/example_sdl3_sdlgpu3/build_win.bat
Normal file
27
examples/example_sdl3_sdlgpu3/build_win.bat
Normal file
@ -0,0 +1,27 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl3_sdlgpu3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL3.lib shell32.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
|
||||
@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl3_sdlgpu3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
23
examples/example_sdl3_sdlrenderer3/build_win.bat
Normal file
23
examples/example_sdl3_sdlrenderer3/build_win.bat
Normal file
@ -0,0 +1,23 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl3_sdlrenderer3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL3.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
|
||||
@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_sdlrenderer3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
25
examples/example_sdl3_vulkan/build_win.bat
Normal file
25
examples/example_sdl3_vulkan/build_win.bat
Normal file
@ -0,0 +1,25 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_sdl3_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=SDL3.lib shell32.lib vulkan-1.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl3_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl3_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,8 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_directx10
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
|
||||
@set LIBS=d3d10.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -93,7 +93,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -108,7 +108,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -127,7 +127,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -146,7 +146,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -175,4 +175,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@ -1,9 +1,9 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
@set LIBS=d3d11.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@ -93,7 +93,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -108,7 +108,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -127,7 +127,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -146,7 +146,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -175,4 +175,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_directx12
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
21
examples/example_win32_directx9/build_win.bat
Normal file
21
examples/example_win32_directx9/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_win32_directx9
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=d3d9.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x86"
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x64"
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_directx9
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,4 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends
|
||||
21
examples/example_win32_vulkan/build_win.bat
Normal file
21
examples/example_win32_vulkan/build_win.bat
Normal file
@ -0,0 +1,21 @@
|
||||
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
|
||||
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
|
||||
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
|
||||
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
|
||||
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
|
||||
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
|
||||
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
|
||||
@exit /b 1
|
||||
|
||||
:arch_ok
|
||||
@set OUT_EXE=example_win32_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=vulkan-1.lib
|
||||
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib32
|
||||
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,9 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib
|
||||
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,9 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib
|
||||
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
19
imgui.cpp
19
imgui.cpp
@ -1659,6 +1659,10 @@ ImGuiStyle::ImGuiStyle()
|
||||
DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows
|
||||
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
|
||||
|
||||
// Symbols
|
||||
SymbolArrowSizeFactor = ImVec2(0.72f,0.40f); // Width/height factor of arrows (0.0f..1.0f). Legacy arrows use (0.60f,0.70f)
|
||||
SymbolArrowThicknessFactor = 0.30f; // Thickness factor of arrows (0.0f..0.5f). 0.0f=Fill. >0.0f=Stroke. Legacy arrows use 0.0f.
|
||||
|
||||
// Rendering & Tessellation
|
||||
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists.
|
||||
AntiAliasedLineEnds = false; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists.
|
||||
@ -2331,14 +2335,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
|
||||
int ImStricmp(const char* str1, const char* str2)
|
||||
{
|
||||
int d;
|
||||
while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
|
||||
while ((d = ImToUpper(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; }
|
||||
return d;
|
||||
}
|
||||
|
||||
int ImStrnicmp(const char* str1, const char* str2, size_t count)
|
||||
{
|
||||
int d = 0;
|
||||
while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
|
||||
while (count > 0 && (d = ImToUpper(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; count--; }
|
||||
return d;
|
||||
}
|
||||
|
||||
@ -4843,12 +4847,13 @@ void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
|
||||
|
||||
// Call context hooks (used by e.g. test engine)
|
||||
// We assume a small number of hooks so all stored in same array
|
||||
// Iterate by index: a callback may add a hook, which reallocates the array. Hooks added here are called from the next call.
|
||||
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
for (ImGuiContextHook& hook : g.Hooks)
|
||||
if (hook.Type == hook_type)
|
||||
hook.Callback(&g, &hook);
|
||||
for (int n = 0, hooks_count = g.Hooks.Size; n < hooks_count; n++)
|
||||
if (g.Hooks[n].Type == hook_type)
|
||||
g.Hooks[n].Callback(&g, &g.Hooks[n]);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -19865,7 +19870,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
|
||||
if (is_focused || root_node->VisibleWindow == NULL)
|
||||
root_node->VisibleWindow = node->VisibleWindow;
|
||||
if (node->TabBar)
|
||||
node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
|
||||
node->TabBar->VisibleTabContentsId = node->VisibleWindow->TabId;
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -20014,7 +20019,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
|
||||
TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
|
||||
if (!tab_open)
|
||||
node->WantCloseTabId = window->TabId;
|
||||
if (tab_bar->VisibleTabId == window->TabId)
|
||||
if (tab_bar->VisibleTabContentsId == window->TabId)
|
||||
node->VisibleWindow = window;
|
||||
|
||||
// Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
|
||||
|
||||
9
imgui.h
9
imgui.h
@ -777,7 +777,7 @@ namespace ImGui
|
||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
|
||||
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
|
||||
IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
|
||||
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state.
|
||||
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags = 0); // retrieve tree node open/close state.
|
||||
|
||||
// Widgets: Selectables
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
@ -2484,6 +2484,10 @@ struct ImGuiStyle
|
||||
float DockingSeparatorSize; // Thickness of resizing border between docked windows
|
||||
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
|
||||
|
||||
// Symbols
|
||||
ImVec2 SymbolArrowSizeFactor; // Width/height factor of arrows (0.0f..1.0f).
|
||||
float SymbolArrowThicknessFactor; // Thickness factor of arrows (0.0f..0.5f). 0.0f=Fill. >0.0f=Stroke.
|
||||
|
||||
// Rendering & Tessellation
|
||||
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists.
|
||||
bool AntiAliasedLineEnds; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists.
|
||||
@ -3525,7 +3529,8 @@ enum ImDrawFlags_
|
||||
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundTop,
|
||||
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundBottom,
|
||||
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundLeft,
|
||||
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight,
|
||||
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight,
|
||||
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundMask_,
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
@ -4516,6 +4516,7 @@ static void DemoWindowWidgetsTreeNodes()
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Bullet", &base_flags, ImGuiTreeNodeFlags_Bullet);
|
||||
|
||||
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
|
||||
@ -8916,6 +8917,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
SliderFloat("ImageRounding", &style.ImageRounding, 0.0f, 12.0f, "%.0f");
|
||||
SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, max_border_size, "%.0f");
|
||||
|
||||
SeparatorText("Symbols");
|
||||
DragFloat2("SymbolArrowSizeFactor", &style.SymbolArrowSizeFactor.x, 0.01f, 0.0f, 1.0f);
|
||||
DragFloat("SymbolArrowThicknessFactor", &style.SymbolArrowThicknessFactor, 0.01f, 0.0f, 0.5f);
|
||||
|
||||
SeparatorText("Docking");
|
||||
//SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight());
|
||||
Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton);
|
||||
@ -9325,8 +9330,8 @@ struct ExampleAppConsole
|
||||
}
|
||||
|
||||
// Portable helpers
|
||||
static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }
|
||||
static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }
|
||||
static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s1) - toupper(*s2)) == 0 && *s1) { s1++; s2++; } return d; }
|
||||
static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s1) - toupper(*s2)) == 0 && *s1) { s1++; s2++; n--; } return d; }
|
||||
static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
|
||||
static void Strtrimblanks(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
|
||||
|
||||
|
||||
@ -191,7 +191,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
|
||||
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_TextDisabled] = ImVec4(0.58f, 0.58f, 0.58f, 1.00f);
|
||||
colors[ImGuiCol_WindowBg] = ImVec4(0.18f, 0.18f, 0.18f, 1.00f);
|
||||
colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f);
|
||||
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
|
||||
colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
|
||||
@ -6162,7 +6162,7 @@ static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codep
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
|
||||
float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
|
||||
{
|
||||
if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout)
|
||||
{
|
||||
@ -7558,7 +7558,6 @@ begin:
|
||||
// - RenderBullet()
|
||||
// - RenderCheckMark()
|
||||
// - RenderArrowDockMenu()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledInRangeH()
|
||||
// - RenderRectFilledWithHole()
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -7566,36 +7565,47 @@ begin:
|
||||
// - RenderColorRectWithAlphaCheckerboard()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
|
||||
static const ImVec2 g_ImGuiDirCosSin[4] = { { -1.0f, 0.0f }, { +1.0f, 0.0f }, { 0.0f, -1.0f }, { 0.0f, +1.0f } };
|
||||
|
||||
// arrow_h, arrow_w, arrow_th are normalized: 0.0f..1.0f
|
||||
// arrow_th: 0.0f == fill, >0.0f == stroke weight.
|
||||
void ImGui::RenderArrowEx(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float cos_a, float sin_a, float scale, ImVec2 arrow_sizes, float arrow_th)
|
||||
{
|
||||
const bool is_fill = (arrow_th <= 0.0f);
|
||||
const float r = draw_list->_Data->FontSize * 0.50f * scale;
|
||||
const float thickness = is_fill ? 0.0f : IM_ROUND(ImClamp(r * arrow_th, 1.0f, r * 0.5f));
|
||||
|
||||
// Bias for shape to feel more centered
|
||||
const float bias = is_fill ? (r * 0.05f) : (thickness * 0.8f * 0.7071f);
|
||||
const ImVec2 center = ImVec2(pos.x + r + bias * cos_a, pos.y + r + bias * sin_a);
|
||||
|
||||
const float arrow_h = arrow_sizes.y * r;
|
||||
const float arrow_w = arrow_sizes.x * r;
|
||||
ImVec2 p[3];
|
||||
p[0] = ImVec2(center.x - arrow_h * cos_a - arrow_w * -sin_a, center.y - arrow_h * sin_a - arrow_w * cos_a);
|
||||
p[1] = ImVec2(center.x + arrow_h * cos_a, center.y + arrow_h * sin_a);
|
||||
p[2] = ImVec2(center.x - arrow_h * cos_a + arrow_w * -sin_a, center.y - arrow_h * sin_a + arrow_w * cos_a);
|
||||
|
||||
// Pixel align when at a right angle
|
||||
if (is_fill && (cos_a * sin_a >= -FLT_EPSILON) && (cos_a * sin_a <= FLT_EPSILON))
|
||||
{
|
||||
p[0] = ImRoundSigned64(p[0]);
|
||||
p[1] = ImRoundSigned64(p[1]);
|
||||
p[2] = ImRoundSigned64(p[2]);
|
||||
}
|
||||
|
||||
if (is_fill)
|
||||
draw_list->AddConvexPolyFilled(p, 3, col);
|
||||
else
|
||||
draw_list->_AddPolyline(p, 3, col, thickness, ImDrawFlags_StrokeInside | ImDrawFlags_AALineEnds, FLT_MAX); // FIXME-OPT: baked filled shape?
|
||||
}
|
||||
|
||||
// Render an arrow aimed to be aligned with text.
|
||||
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
|
||||
{
|
||||
const float h = draw_list->_Data->FontSize * 1.00f;
|
||||
float r = h * 0.40f * scale;
|
||||
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
|
||||
|
||||
ImVec2 a, b, c;
|
||||
switch (dir)
|
||||
{
|
||||
case ImGuiDir_Up:
|
||||
case ImGuiDir_Down:
|
||||
if (dir == ImGuiDir_Up) r = -r;
|
||||
a = ImVec2(+0.000f, +0.750f) * r;
|
||||
b = ImVec2(-0.866f, -0.750f) * r;
|
||||
c = ImVec2(+0.866f, -0.750f) * r;
|
||||
break;
|
||||
case ImGuiDir_Left:
|
||||
case ImGuiDir_Right:
|
||||
if (dir == ImGuiDir_Left) r = -r;
|
||||
a = ImVec2(+0.750f, +0.000f) * r;
|
||||
b = ImVec2(-0.750f, +0.866f) * r;
|
||||
c = ImVec2(-0.750f, -0.866f) * r;
|
||||
break;
|
||||
case ImGuiDir_None:
|
||||
case ImGuiDir_COUNT:
|
||||
IM_ASSERT(0);
|
||||
break;
|
||||
}
|
||||
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImVec2 cos_sin = g_ImGuiDirCosSin[dir];
|
||||
RenderArrowEx(draw_list, pos, col, cos_sin.x, cos_sin.y, scale, g.Style.SymbolArrowSizeFactor, g.Style.SymbolArrowThicknessFactor);
|
||||
}
|
||||
|
||||
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
|
||||
@ -7620,19 +7630,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
|
||||
draw_list->PathStroke(col, thickness, ImDrawFlags_AALineEnds);
|
||||
}
|
||||
|
||||
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
|
||||
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
|
||||
}
|
||||
}
|
||||
|
||||
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
|
||||
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
|
||||
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
|
||||
|
||||
@ -560,6 +560,7 @@ inline ImVec2 ImFloor(const ImVec2& v) { return
|
||||
inline float ImTrunc64(float f) { return (float)(ImS64)(f); }
|
||||
inline float ImRoundPositive64(float f) { return (float)(ImS64)(f + 0.5f); } // Positive values only.
|
||||
inline float ImRoundSigned64(float f) { return (float)(ImS64)(f >= 0.0f ? f + 0.5f : f - 0.5f); }
|
||||
inline ImVec2 ImRoundSigned64(const ImVec2& v) { return ImVec2((float)(ImS64)(v.x >= 0.0f ? v.x + 0.5f : v.x - 0.5f), (float)(ImS64)(v.y >= 0.0f ? v.y + 0.5f : v.y - 0.5f)); }
|
||||
inline float ImCeilFast(float f) { int i = (int)f; return (float)(i + (f > (float)i)); } // Consider using the bit-hack version (search for "0x1p120f").
|
||||
inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
@ -3169,7 +3170,7 @@ struct ImGuiTabItem
|
||||
ImGuiID ID;
|
||||
ImGuiTabItemFlags Flags;
|
||||
ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
|
||||
int LastFrameVisible;
|
||||
int LastFrameVisible; // TabItem visibility (not contents visibility)
|
||||
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
|
||||
float Offset; // Position relative to beginning of tab bar
|
||||
float Width; // Width currently displayed
|
||||
@ -3179,6 +3180,7 @@ struct ImGuiTabItem
|
||||
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
|
||||
ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.
|
||||
bool WantClose; // Marked as closed by SetTabItemClosed()
|
||||
bool ContentsIsVisible;
|
||||
|
||||
ImGuiTabItem() { memset((void*)this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
|
||||
};
|
||||
@ -3193,7 +3195,7 @@ struct IMGUI_API ImGuiTabBar
|
||||
ImGuiID SelectedTabId; // Selected tab/window
|
||||
ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
|
||||
ImGuiID NextScrollToTabId;
|
||||
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
|
||||
ImGuiID VisibleTabContentsId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
|
||||
int CurrFrameVisible;
|
||||
int PrevFrameVisible;
|
||||
ImRect BarRect;
|
||||
@ -3215,6 +3217,7 @@ struct IMGUI_API ImGuiTabBar
|
||||
ImS8 BeginCount;
|
||||
bool WantLayout;
|
||||
bool VisibleTabWasSubmitted;
|
||||
bool LastTabItemContentsAppearing;
|
||||
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
|
||||
bool ScrollButtonEnabled;
|
||||
ImS16 TabsActiveCount; // Number of tabs submitted this frame.
|
||||
@ -4069,6 +4072,7 @@ namespace ImGui
|
||||
IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);
|
||||
IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
|
||||
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
|
||||
IMGUI_API bool TabItemIsContentsAppearing();
|
||||
IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width);
|
||||
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
|
||||
IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
|
||||
@ -4096,9 +4100,9 @@ namespace ImGui
|
||||
|
||||
// Render helpers (those functions don't access any ImGui state!)
|
||||
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderArrowEx(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float cos_a, float sin_a, float scale, ImVec2 arrow_sizes, float arrow_th);
|
||||
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
|
||||
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
|
||||
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
|
||||
IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
|
||||
IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding);
|
||||
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
|
||||
@ -4429,6 +4433,8 @@ IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* a
|
||||
IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph);
|
||||
IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch);
|
||||
|
||||
IMGUI_API float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint);
|
||||
|
||||
IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas);
|
||||
IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL);
|
||||
IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id);
|
||||
|
||||
@ -3435,7 +3435,7 @@ void ImGui::TableHeader(const char* label)
|
||||
PopStyleColor();
|
||||
x += w_sort_text;
|
||||
}
|
||||
RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
|
||||
RenderArrow(window->DrawList, ImVec2(x + (g.FontSize * (1.0f - ARROW_SCALE) * 0.5f) , y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
|
||||
}
|
||||
|
||||
// Handle clicking on column header to adjust Sort Order
|
||||
|
||||
@ -6183,14 +6183,23 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl
|
||||
return true;
|
||||
}
|
||||
|
||||
// Helper for RenderArrowsForVerticalBar(). 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
|
||||
static void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 p, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
|
||||
{
|
||||
if (direction == ImGuiDir_Left) { draw_list->AddTriangleFilled(ImVec2(p.x + half_sz.x, p.y - half_sz.y), ImVec2(p.x + half_sz.x, p.y + half_sz.y), p, col); }
|
||||
if (direction == ImGuiDir_Right) { draw_list->AddTriangleFilled(ImVec2(p.x - half_sz.x, p.y + half_sz.y), ImVec2(p.x - half_sz.x, p.y - half_sz.y), p, col); }
|
||||
//if (direction == ImGuiDir_Up) { draw_list->AddTriangleFilled(ImVec2(p.x + half_sz.x, p.y + half_sz.y), ImVec2(p.x - half_sz.x, p.y + half_sz.y), p, col); }
|
||||
//if (direction == ImGuiDir_Down){ draw_list->AddTriangleFilled(ImVec2(p.x - half_sz.x, p.y - half_sz.y), ImVec2(p.x + half_sz.x, p.y - half_sz.y), p, col); }
|
||||
}
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 p, ImVec2 half_sz, float bar_w, float alpha)
|
||||
{
|
||||
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
|
||||
RenderArrowPointingAt(draw_list, ImVec2(p.x + half_sz.x + 1, p.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
|
||||
RenderArrowPointingAt(draw_list, ImVec2(p.x + half_sz.x, p.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
|
||||
RenderArrowPointingAt(draw_list, ImVec2(p.x + bar_w - half_sz.x - 1, p.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
|
||||
RenderArrowPointingAt(draw_list, ImVec2(p.x + bar_w - half_sz.x, p.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
|
||||
}
|
||||
|
||||
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
@ -6929,13 +6938,15 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
|
||||
return TreeNodeBehavior(id, flags, label, label_end);
|
||||
}
|
||||
|
||||
// The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this.
|
||||
// They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
|
||||
bool ImGui::TreeNodeGetOpen(ImGuiID storage_id)
|
||||
// I would like to design a more feature-full and generic API for this.
|
||||
// (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722, #9569)
|
||||
bool ImGui::TreeNodeGetOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
|
||||
{
|
||||
if (flags & ImGuiTreeNodeFlags_Leaf)
|
||||
return true;
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
|
||||
return storage->GetInt(storage_id, 0) != 0;
|
||||
return storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
|
||||
}
|
||||
|
||||
void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool is_open)
|
||||
@ -7037,9 +7048,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
label_end = FindRenderedTextEnd(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
||||
|
||||
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
||||
const float icon_width = g.FontSize + padding.x * 2;
|
||||
const float text_offset_x = display_frame ? icon_width + padding.x : icon_width; // Collapsing arrow width + Spacing
|
||||
const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it
|
||||
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
|
||||
const float text_width = icon_width + label_size.x; // Include collapsing arrow
|
||||
|
||||
const float frame_height = label_size.y + padding.y * 2;
|
||||
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
||||
@ -7072,6 +7084,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
if (span_all_columns || span_all_columns_label)
|
||||
{
|
||||
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
|
||||
// FIXME: Investigate moving this to an item flag, along duplicate code in Selectable(). How to do optimally?
|
||||
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
|
||||
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
|
||||
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
|
||||
@ -7279,7 +7292,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
if (flags & ImGuiTreeNodeFlags_Bullet)
|
||||
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
|
||||
else if (!is_leaf)
|
||||
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
|
||||
RenderArrow(window->DrawList, ImVec2(text_pos.x + g.FontSize * 0.15f - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
|
||||
if (g.LogEnabled)
|
||||
LogSetNextTextDecoration(">", NULL);
|
||||
}
|
||||
@ -10073,7 +10086,7 @@ void ImGui::EndTabBar()
|
||||
|
||||
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
|
||||
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
|
||||
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
|
||||
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabContentsId == 0 || tab_bar_appearing)
|
||||
{
|
||||
tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
|
||||
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
|
||||
@ -10121,7 +10134,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
|
||||
{
|
||||
// Remove tab
|
||||
if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }
|
||||
if (tab_bar->VisibleTabContentsId == tab->ID) { tab_bar->VisibleTabContentsId = 0; }
|
||||
if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }
|
||||
if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }
|
||||
continue;
|
||||
@ -10326,12 +10339,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
|
||||
|
||||
// Lock in visible tab
|
||||
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
|
||||
tab_bar->VisibleTabWasSubmitted = false;
|
||||
tab_bar->VisibleTabContentsId = tab_bar->SelectedTabId;
|
||||
tab_bar->VisibleTabWasSubmitted = tab_bar->LastTabItemContentsAppearing = false;
|
||||
|
||||
// CTRL+TAB can override visible tab temporarily
|
||||
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
|
||||
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
|
||||
tab_bar->VisibleTabContentsId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
|
||||
|
||||
// Apply request requests
|
||||
if (scroll_to_tab_id != 0)
|
||||
@ -10481,9 +10494,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
|
||||
{
|
||||
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
|
||||
tab_bar->Tabs.erase(tab);
|
||||
if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
|
||||
if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
|
||||
if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
|
||||
if (tab_bar->VisibleTabContentsId == tab_id){ tab_bar->VisibleTabContentsId = 0; }
|
||||
if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
|
||||
if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
|
||||
}
|
||||
|
||||
// Called on manual closure attempt
|
||||
@ -10497,7 +10510,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
|
||||
// This will remove a frame of lag for selecting another tab on closure.
|
||||
// However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
|
||||
tab->WantClose = true;
|
||||
if (tab_bar->VisibleTabId == tab->ID)
|
||||
if (tab_bar->VisibleTabContentsId == tab->ID)
|
||||
{
|
||||
tab->LastFrameVisible = -1;
|
||||
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
|
||||
@ -10506,7 +10519,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
|
||||
else
|
||||
{
|
||||
// Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
|
||||
if (tab_bar->VisibleTabId != tab->ID)
|
||||
if (tab_bar->VisibleTabContentsId != tab->ID)
|
||||
TabBarQueueFocus(tab_bar, tab);
|
||||
}
|
||||
}
|
||||
@ -10797,6 +10810,12 @@ void ImGui::EndTabItem()
|
||||
PopID();
|
||||
}
|
||||
|
||||
bool ImGui::TabItemIsContentsAppearing()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.CurrentTabBar->LastTabItemContentsAppearing;
|
||||
}
|
||||
|
||||
bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -10911,21 +10930,24 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
TabBarQueueFocus(tab_bar, tab);
|
||||
}
|
||||
|
||||
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
|
||||
if (tab_bar->VisibleTabContentsId == 0 && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL)
|
||||
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
|
||||
tab_bar->VisibleTabContentsId = id;
|
||||
|
||||
// Lock visibility
|
||||
// (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
|
||||
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
|
||||
const bool tab_contents_visible = (tab_bar->VisibleTabContentsId == id);
|
||||
if (tab_contents_visible)
|
||||
tab_bar->VisibleTabWasSubmitted = true;
|
||||
|
||||
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
|
||||
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL)
|
||||
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
|
||||
tab_contents_visible = true;
|
||||
tab_bar->LastTabItemContentsAppearing = tab_contents_visible && !tab->ContentsIsVisible;
|
||||
tab->ContentsIsVisible = tab_contents_visible;
|
||||
|
||||
// Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
|
||||
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
|
||||
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
|
||||
{
|
||||
// This path doesn't render the tab.
|
||||
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
|
||||
if (is_tab_button)
|
||||
return false;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user