Merge pull request #320 from dariomanesku/master

Do not create imgui.ini in the runtime dir.
This commit is contained in:
Branimir Karadžić 2015-04-04 08:29:47 -07:00
Родитель cd932da903 8f31098c40
Коммит e533870595
2 изменённых файлов: 21 добавлений и 20 удалений

40
3rdparty/ocornut-imgui/imgui.h поставляемый
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@ -44,7 +44,7 @@ typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_ typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText() struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
struct ImVec2 struct ImVec2
@ -76,7 +76,7 @@ namespace ImGui
IMGUI_API void MemFree(void* ptr); IMGUI_API void MemFree(void* ptr);
} }
// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). // std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// Use '#define ImVector std::vector' if you want to use the STL type or your own type. // Use '#define ImVector std::vector' if you want to use the STL type or your own type.
// Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need. // Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
#ifndef ImVector #ifndef ImVector
@ -117,14 +117,14 @@ public:
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
inline void reserve(size_t new_capacity) inline void reserve(size_t new_capacity)
{ {
if (new_capacity <= Capacity) return; if (new_capacity <= Capacity) return;
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type)); T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
memcpy(new_data, Data, Size * sizeof(value_type)); memcpy(new_data, Data, Size * sizeof(value_type));
ImGui::MemFree(Data); ImGui::MemFree(Data);
Data = new_data; Data = new_data;
Capacity = new_capacity; Capacity = new_capacity;
} }
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; } inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
@ -262,7 +262,7 @@ namespace ImGui
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos(); IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextWrappedV(const char* fmt, va_list args); IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text. IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet(); IMGUI_API void Bullet();
IMGUI_API void BulletText(const char* fmt, ...); IMGUI_API void BulletText(const char* fmt, ...);
@ -343,7 +343,7 @@ namespace ImGui
// Utilities // Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsAnyItemActive(); // IMGUI_API bool IsAnyItemActive(); //
IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item
IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization) IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization)
@ -569,9 +569,9 @@ struct ImGuiIO
// User Functions // User Functions
//------------------------------------------------------------------ //------------------------------------------------------------------
// REQUIRED: rendering function. // REQUIRED: rendering function.
// See example code if you are unsure of how to implement this. // See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
// Optional: access OS clipboard // Optional: access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
@ -594,7 +594,7 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API. bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift bool KeyShift; // Keyboard modifier pressed: Shift
@ -706,13 +706,13 @@ struct ImGuiTextBuffer
// - You want to store custom debug data easily without adding or editing structures in your code. // - You want to store custom debug data easily without adding or editing structures in your code.
struct ImGuiStorage struct ImGuiStorage
{ {
struct Pair struct Pair
{ {
ImGuiID key; ImGuiID key;
union { int val_i; float val_f; void* val_p; }; union { int val_i; float val_f; void* val_p; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
}; };
ImVector<Pair> Data; ImVector<Pair> Data;
@ -727,7 +727,7 @@ struct ImGuiStorage
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val); IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient: // - A typical use case where this is convenient:
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
@ -833,7 +833,7 @@ struct ImDrawList
// [Internal to ImGui] // [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [Internal] ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal] ImVector<ImTextureID> texture_id_stack; // [Internal]
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImDrawList() { Clear(); } ImDrawList() { Clear(); }
@ -843,7 +843,7 @@ struct ImDrawList
IMGUI_API void PushTextureID(const ImTextureID& texture_id); IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID(); IMGUI_API void PopTextureID();
// Primitives // Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col); IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);

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@ -86,6 +86,7 @@ struct OcornutImguiContext
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(1280.0f, 720.0f); io.DisplaySize = ImVec2(1280.0f, 720.0f);
io.DeltaTime = 1.0f / 60.0f; io.DeltaTime = 1.0f / 60.0f;
io.IniFilename = NULL;
// io.PixelCenterOffset = bgfx::RendererType::Direct3D9 == bgfx::getRendererType() ? -0.5f : 0.0f; // io.PixelCenterOffset = bgfx::RendererType::Direct3D9 == bgfx::getRendererType() ? -0.5f : 0.0f;
const bgfx::Memory* vsmem; const bgfx::Memory* vsmem;