Browse Source

Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	imgui.h
pull/6914/head
ocornut 1 year ago
parent
commit
72ebd91567
  1. 1
      backends/imgui_impl_opengl3.cpp
  2. 6
      backends/imgui_impl_opengl3_loader.h
  3. 29
      docs/CHANGELOG.txt
  4. 4
      docs/FAQ.md
  5. 4
      docs/README.md
  6. 3
      docs/TODO.txt
  7. 43
      imgui.cpp
  8. 42
      imgui.h
  9. 47
      imgui_demo.cpp
  10. 4
      imgui_internal.h
  11. 69
      imgui_widgets.cpp
  12. 4
      misc/freetype/imgui_freetype.cpp

1
backends/imgui_impl_opengl3.cpp

@ -24,6 +24,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)

6
backends/imgui_impl_opengl3_loader.h

@ -467,7 +467,7 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
union ImGL3WProcs {
GL3WglProc ptr[59];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
@ -532,7 +532,7 @@ union GL3WProcs {
} gl;
};
GL3W_API extern union GL3WProcs imgl3wProcs;
GL3W_API extern union ImGL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
@ -794,7 +794,7 @@ static const char *proc_names[] = {
"glViewport",
};
GL3W_API union GL3WProcs imgl3wProcs;
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{

29
docs/CHANGELOG.txt

@ -73,6 +73,25 @@ Other changes:
- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set.
Previously was inconsistent and only enabled when stepping through a non-input item.
(#6802, #3092, #5759, #787)
- Separator(): Altered end-points to use more standard boundaries. (#205, #4787, #1643)
- Left position is always current cursor X position.
- Right position is always work-rect rightmost edge.
- Effectively means that:
- A separator in the root of a window will end up a little more distant from edges
than previously (essentially following WindowPadding instead of clipping edges).
- A separator inside a table cell end up a little distance from edges instead of
touching them (essentially following CellPadding instead of clipping edges).
- Matches tree indentation (was not the case before).
- Matches SeparatorText(). (#1643)
- Makes things correct inside groups without specific/hard-coded handling. (#205)
- Mostly legacy behavior when used inside old Columns(), as we favored that idiom back then,
only different is left position follows indentation level, to match calling a Separator()
inside or outside Columns().
- Drag and Drop: Rework drop target highlight: reduce rectangle to its visible portion, and
then expand slightly. A full rectangle is always visible and it may protrude slightly. (#4281, #3272)
- Drag and Drop: Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload()
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438)
- Tables: Fixed an edge-case when no columns are visible + table scrollbar is visible + user
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
@ -105,14 +124,18 @@ Other changes:
Was most often noticable when using an horizontal scrollbar. (#6789)
- Misc: Most text functions also treat "%.*s" (along with "%s") specially to avoid formatting. (#3466, #6846)
- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) [@bertaye]
- Debug Tools: Metrics: Added log recent alloc/free calls.
- Debug Tools: Metrics: Added log of recent alloc/free calls.
- Debug Tools: Metrics: Added "Show groups rectangles" in tools.
- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl]
- ImVector: Added find_index() helper.
- Demo: Added "Drag and Drop -> Tooltip at target location" demo.
- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
- Backends: Win32: Added support for keyboard codepage conversion for when application
is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
- Backends: OpenGL3: rename symbols in our internal loader so that LTO compilation with another
copy of gl3w becomes possible. (#6875, #6668, #4445) [@nicolasnoble]
- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
Docking+Viewports Branch:
@ -1617,7 +1640,7 @@ Breaking Changes:
- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". (#4445) [@rokups]
- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
@ -1706,7 +1729,7 @@ Other Changes:
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
initialize the same loader as the backend. [@rokups]
initialize the same loader as the backend. (#4445) [@rokups]
Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]

4
docs/FAQ.md

@ -627,7 +627,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/6478)
- [Gallery](https://github.com/ocornut/imgui/issues/6897)
##### [Return to Index](#index)
@ -673,7 +673,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6478). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

4
docs/README.md

@ -139,7 +139,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
@ -170,7 +170,7 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
How to help
-----------

3
docs/TODO.txt

@ -126,7 +126,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: expose flags (#759)
- separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643)
- separator: width, thickness, centering (#1643, #2657)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
@ -215,7 +215,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: flag to disable formatting and/or detect "%s"
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?

43
imgui.cpp

@ -11,7 +11,7 @@
// - Getting Started https://dearimgui.com/getting-started
// - Homepage https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
@ -10609,7 +10609,8 @@ void ImGui::EndGroup()
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
g.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
if (g.DebugShowGroupRects)
window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
@ -13082,6 +13083,14 @@ void ImGui::ClearDragDrop()
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}
bool ImGui::BeginTooltipHidden()
{
ImGuiContext& g = *GImGui;
bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
return ret;
}
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
// If the item has an identifier:
// - This assume/require the item to be activated (typically via ButtonBehavior).
@ -13184,12 +13193,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
{
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
bool ret = BeginTooltip();
bool ret;
if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
ret = BeginTooltipHidden();
else
ret = BeginTooltip();
IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
IM_UNUSED(ret);
if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
}
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
@ -13326,7 +13336,6 @@ bool ImGui::IsDragDropPayloadBeingAccepted()
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiPayload& payload = g.DragDropPayload;
IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
@ -13350,7 +13359,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
RenderDragDropTargetRect(r);
g.DragDropAcceptFrameCount = g.FrameCount;
payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
@ -13361,10 +13370,20 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
return &payload;
}
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
{
GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImRect bb_display = bb;
bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
bb_display.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)
window->DrawList->PushClipRectFullScreen();
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
if (push_clip_rect)
window->DrawList->PopClipRect();
}
const ImGuiPayload* ImGui::GetDragDropPayload()
@ -19483,6 +19502,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Unindent();
}
}
Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
SameLine();
@ -19733,11 +19753,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
Text("Recent frames with allocations:");
int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
for (int n = buf_size - 1; n >= 0; n--)
{
ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount);
BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
}
TreePop();
}

42
imgui.h

@ -11,7 +11,7 @@
// - Getting Started https://dearimgui.com/getting-started
// - Homepage https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
@ -24,7 +24,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90 WIP"
#define IMGUI_VERSION_NUM 18993
#define IMGUI_VERSION_NUM 18994
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -361,8 +361,8 @@ namespace ImGui
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetScreenCursorPos())
IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead)
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
@ -442,13 +442,25 @@ namespace ImGui
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
// Cursor / Layout
// Layout cursor positioning
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
// - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
IMGUI_API float GetCursorPosX(); // [window-local] "
IMGUI_API float GetCursorPosY(); // [window-local] "
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
// Other layout functions
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
@ -458,15 +470,6 @@ namespace ImGui
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
IMGUI_API void SetCursorPosY(float local_y); //
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
@ -855,7 +858,7 @@ namespace ImGui
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
@ -1096,7 +1099,8 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
@ -1133,7 +1137,7 @@ enum ImGuiSelectableFlags_
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one

47
imgui_demo.cpp

@ -934,10 +934,10 @@ static void ShowDemoWindowWidgets()
// if (once)
// ImGui::Text("This will be displayed only once.");
IMGUI_DEMO_MARKER("Widgets/Trees");
if (ImGui::TreeNode("Trees"))
IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
if (ImGui::TreeNode("Tree Nodes"))
{
IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
if (ImGui::TreeNode("Basic trees"))
{
for (int i = 0; i < 5; i++)
@ -958,7 +958,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
HelpMarker(
@ -971,6 +971,7 @@ static void ShowDemoWindowWidgets()
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
ImGui::Text("Hello!");
@ -2484,6 +2485,36 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
if (ImGui::TreeNode("Tooltip at target location"))
{
for (int n = 0; n < 2; n++)
{
// Drop targets
ImGui::Button(n ? "drop here##1" : "drop here##0");
if (ImGui::BeginDragDropTarget())
{
ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
{
IM_UNUSED(payload);
ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
ImGui::BeginTooltip();
ImGui::Text("Cannot drop here!");
ImGui::EndTooltip();
}
ImGui::EndDragDropTarget();
}
// Drop source
static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
if (n == 0)
ImGui::ColorButton("drag me", col4);
}
ImGui::TreePop();
}
ImGui::TreePop();
}
@ -5060,6 +5091,10 @@ static void ShowDemoWindowTables()
{
static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
if (ImGui::BeginTable("3ways", 3, flags))
{
// The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
@ -5083,7 +5118,7 @@ static void ShowDemoWindowTables()
const bool is_folder = (node->ChildCount > 0);
if (is_folder)
{
bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);
bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags);
ImGui::TableNextColumn();
ImGui::TextDisabled("--");
ImGui::TableNextColumn();
@ -5097,7 +5132,7 @@ static void ShowDemoWindowTables()
}
else
{
ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
ImGui::TableNextColumn();
ImGui::Text("%d", node->Size);
ImGui::TableNextColumn();

4
imgui_internal.h

@ -730,7 +730,6 @@ struct ImChunkStream
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
};
// Helper: ImGuiTextIndex<>
@ -2142,6 +2141,7 @@ struct ImGuiContext
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool DebugShowGroupRects;
// Shared stacks
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
@ -2431,6 +2431,7 @@ struct ImGuiContext
CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None;
DebugShowGroupRects = false;
BeginMenuCount = 0;
CurrentDpiScale = 0.0f;
@ -3259,6 +3260,7 @@ namespace ImGui
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API bool BeginTooltipHidden();
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();

69
imgui_widgets.cpp

@ -1420,26 +1420,19 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
else if (flags & ImGuiSeparatorFlags_Horizontal)
{
// Horizontal Separator
float x1 = window->Pos.x;
float x2 = window->Pos.x + window->Size.x;
// FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator
if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
x1 += window->DC.Indent.x;
// FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,
// need to introduce a variant of WorkRect for that purpose. (#4787)
if (ImGuiTable* table = g.CurrentTable)
{
x1 = table->Columns[table->CurrentColumn].MinX;
x2 = table->Columns[table->CurrentColumn].MaxX;
}
float x1 = window->DC.CursorPos.x;
float x2 = window->WorkRect.Max.x;
// Preserve legacy behavior inside Columns()
// Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
// We currently don't need to provide the same feature for tables because tables naturally have border features.
ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns)
{
x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
x2 = window->Pos.x + window->Size.x;
PushColumnsBackground();
}
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
// FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
@ -1473,7 +1466,11 @@ void ImGui::Separator()
// Those flags should eventually be configurable by the user
// FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.
ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.
// Only applies to legacy Columns() api as they relied on Separator() a lot.
if (window->DC.CurrentColumns)
flags |= ImGuiSeparatorFlags_SpanAllColumns;
SeparatorEx(flags, 1.0f);
}
@ -6171,10 +6168,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// We vertically grow up to current line height up the typical widget height.
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
ImRect frame_bb;
frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
frame_bb.Min.y = window->DC.CursorPos.y;
frame_bb.Max.x = window->WorkRect.Max.x;
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
if (display_frame)
{
@ -6184,23 +6182,38 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
}
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser
const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
ItemSize(ImVec2(text_width, frame_height), padding.y);
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
ImRect interact_bb = frame_bb;
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
if (span_all_columns)
{
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
}
// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
bool is_open = TreeNodeUpdateNextOpen(id, flags);
bool item_add = ItemAdd(interact_bb, id);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
g.LastItemData.DisplayRect = frame_bb;
if (span_all_columns)
{
window->ClipRect.Min.x = backup_clip_rect_min_x;
window->ClipRect.Max.x = backup_clip_rect_max_x;
}
// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:
// Store data for the current depth to allow returning to this node from any child item.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
@ -6226,6 +6239,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
return is_open;
}
if (span_all_columns)
TablePushBackgroundChannel();
ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))
button_flags |= ImGuiButtonFlags_AllowOverlap;
@ -6326,7 +6342,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (g.LogEnabled)
LogSetNextTextDecoration("###", "###");
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
}
else
{
@ -6343,9 +6358,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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);
if (g.LogEnabled)
LogSetNextTextDecoration(">", NULL);
RenderText(text_pos, label, label_end, false);
}
if (span_all_columns)
TablePopBackgroundChannel();
// Label
if (display_frame)
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
else
RenderText(text_pos, label, label_end, false);
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
@ -6521,7 +6544,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
}
//if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
if (span_all_columns)

4
misc/freetype/imgui_freetype.cpp

@ -63,8 +63,10 @@
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#ifndef __clang__
#pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace
#endif
#endif
//-------------------------------------------------------------------------
// Data
@ -840,7 +842,7 @@ static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state)
static void ImGuiLunasvgPortFree(FT_Pointer* _state)
{
IM_DELETE(*(LunasvgPortState*)_state);
IM_DELETE(*(LunasvgPortState**)_state);
}
static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state)

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