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Renamed GetOverlayDrawList() to GetForegroundDrawList() for consistency. Kept redirection function (will obsolete). (#2391)

Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
pull/2400/head
omar 6 years ago
parent
commit
94e794f81b
  1. 4
      docs/CHANGELOG.txt
  2. 75
      imgui.cpp
  3. 4
      imgui.h
  4. 184
      imgui_demo.cpp
  5. 10
      imgui_internal.h
  6. 2
      imgui_widgets.cpp

4
docs/CHANGELOG.txt

@ -38,10 +38,11 @@ Breaking Changes:
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new
flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean]
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
Other Changes:
- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
behind every other windows. (#2391)
- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types.
@ -68,6 +69,7 @@ Other Changes:
tree depth instead of a relative one.
- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
even if the OpenGL headers/loader happens to define the value. (#2366, #2186)

75
imgui.cpp

@ -364,6 +364,7 @@ CODE
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
- 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
- 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
@ -874,8 +875,8 @@ CODE
A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetBackgroundDrawList() or ImGui::GetOverlayDrawList() and use those draw list to display contents
behind or over every other imgui windows.
- You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display
contents behind or over every other imgui windows.
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
@ -3073,15 +3074,15 @@ ImDrawList* ImGui::GetBackgroundDrawList()
return &GImGui->BackgroundDrawList;
}
static ImDrawList* GetOverlayDrawList(ImGuiWindow*)
static ImDrawList* GetForegroundDrawList(ImGuiWindow*)
{
// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
return &GImGui->OverlayDrawList;
return &GImGui->ForegroundDrawList;
}
ImDrawList* ImGui::GetOverlayDrawList()
ImDrawList* ImGui::GetForegroundDrawList()
{
return &GImGui->OverlayDrawList;
return &GImGui->ForegroundDrawList;
}
ImDrawListSharedData* ImGui::GetDrawListSharedData()
@ -3433,10 +3434,10 @@ void ImGui::NewFrame()
g.BackgroundDrawList.PushClipRectFullScreen();
g.BackgroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
g.OverlayDrawList.Clear();
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
g.ForegroundDrawList.Clear();
g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.ForegroundDrawList.PushClipRectFullScreen();
g.ForegroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
g.DrawData.Clear();
@ -3615,7 +3616,7 @@ void ImGui::Shutdown(ImGuiContext* context)
g.BeginPopupStack.clear();
g.DrawDataBuilder.ClearFreeMemory();
g.BackgroundDrawList.ClearFreeMemory();
g.OverlayDrawList.ClearFreeMemory();
g.ForegroundDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
g.InputTextState.ClearFreeMemory();
@ -3891,10 +3892,10 @@ void ImGui::Render()
// Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor)
RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
if (!g.ForegroundDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
// Setup ImDrawData structure for end-user
SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
@ -4739,7 +4740,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
@ -4764,7 +4765,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
//GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
{
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
@ -7037,8 +7038,8 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*)
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
{
ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
//GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
// Combo Box policy (we want a connecting edge)
if (policy == ImGuiPopupPositionPolicy_ComboBox)
@ -7237,7 +7238,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
@ -7249,7 +7250,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
if (quadrant == g.NavMoveDir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
@ -7555,7 +7556,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
@ -7845,11 +7846,15 @@ static void ImGui::NavUpdate()
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
if (g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}
@ -9356,9 +9361,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return;
}
ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
if (window && IsItemHovered())
overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;
@ -9380,8 +9385,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImRect vtxs_rect;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
}
if (!pcmd_node_open)
continue;
@ -9405,10 +9410,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::Selectable(buf, false);
if (ImGui::IsItemHovered())
{
ImDrawListFlags backup_flags = overlay_draw_list->Flags;
overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
overlay_draw_list->Flags = backup_flags;
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
fg_draw_list->Flags = backup_flags;
}
}
ImGui::TreePop();
@ -9545,9 +9550,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
float font_size = ImGui::GetFontSize() * 2;
ImDrawList* overlay_draw_list = GetOverlayDrawList(window);
overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
ImDrawList* fg_draw_list = GetForegroundDrawList(window);
fg_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
fg_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
}
}
ImGui::End();

4
imgui.h

@ -628,7 +628,7 @@ namespace ImGui
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
@ -1500,6 +1500,8 @@ struct ImGuiPayload
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.69 (from Mar 2019)
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
// OBSOLETED in 1.66 (from Sep 2018)
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)

184
imgui_demo.cpp

@ -3974,97 +3974,121 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// In this example we are not using the maths operators!
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Primitives
ImGui::Text("Primitives");
static float sz = 36.0f;
static float thickness = 4.0f;
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::ColorEdit4("Color", &col.x);
if (ImGui::BeginTabBar("##TabBar"))
{
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
for (int n = 0; n < 2; n++)
// Primitives
if (ImGui::BeginTabItem("Primitives"))
{
// First line uses a thickness of 1.0, second line uses the configurable thickness
float th = (n == 0) ? 1.0f : thickness;
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th);
x = p.x + 4;
y += sz+spacing;
}
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;
draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); x += sz; // Pixel (faster than AddLine)
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255));
ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
}
ImGui::Separator();
{
static ImVector<ImVec2> points;
static bool adding_line = false;
ImGui::Text("Canvas example");
if (ImGui::Button("Clear")) points.clear();
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
bool adding_preview = false;
ImGui::InvisibleButton("canvas", canvas_size);
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
if (adding_line)
{
adding_preview = true;
points.push_back(mouse_pos_in_canvas);
if (!ImGui::IsMouseDown(0))
adding_line = adding_preview = false;
static float sz = 36.0f;
static float thickness = 4.0f;
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::ColorEdit4("Color", &col.x);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col32 = ImColor(col);
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
for (int n = 0; n < 2; n++)
{
// First line uses a thickness of 1.0, second line uses the configurable thickness
float th = (n == 0) ? 1.0f : thickness;
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing;
draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing;
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th);
x = p.x + 4;
y += sz + spacing;
}
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing;
draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32); x += sz + spacing;
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine)
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
ImGui::Dummy(ImVec2((sz + spacing) * 8, (sz + spacing) * 3));
ImGui::EndTabItem();
}
if (ImGui::IsItemHovered())
if (ImGui::BeginTabItem("Canvas"))
{
if (!adding_line && ImGui::IsMouseClicked(0))
static ImVector<ImVec2> points;
static bool adding_line = false;
if (ImGui::Button("Clear")) points.clear();
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
bool adding_preview = false;
ImGui::InvisibleButton("canvas", canvas_size);
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
if (adding_line)
{
adding_preview = true;
points.push_back(mouse_pos_in_canvas);
adding_line = true;
if (!ImGui::IsMouseDown(0))
adding_line = adding_preview = false;
}
if (ImGui::IsMouseClicked(1) && !points.empty())
if (ImGui::IsItemHovered())
{
adding_line = adding_preview = false;
points.pop_back();
points.pop_back();
if (!adding_line && ImGui::IsMouseClicked(0))
{
points.push_back(mouse_pos_in_canvas);
adding_line = true;
}
if (ImGui::IsMouseClicked(1) && !points.empty())
{
adding_line = adding_preview = false;
points.pop_back();
points.pop_back();
}
}
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
if (adding_preview)
points.pop_back();
ImGui::EndTabItem();
}
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
if (adding_preview)
points.pop_back();
if (ImGui::BeginTabItem("BG/FG draw lists"))
{
static bool draw_bg = true;
static bool draw_fg = true;
ImGui::Checkbox("Draw in Background draw list", &draw_bg);
ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
ImVec2 window_pos = ImGui::GetWindowPos();
ImVec2 window_size = ImGui::GetWindowSize();
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
if (draw_bg)
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10);
if (draw_fg)
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}

10
imgui_internal.h

@ -888,8 +888,8 @@ struct ImGuiContext
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImDrawDataBuilder DrawDataBuilder;
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
ImDrawList BackgroundDrawList;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImDrawList BackgroundDrawList; // First draw list to be rendered.
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
ImGuiMouseCursor MouseCursor;
// Drag and Drop
@ -963,7 +963,7 @@ struct ImGuiContext
int WantTextInputNextFrame;
char TempBuffer[1024*3+1]; // Temporary text buffer
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), OverlayDrawList(NULL)
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL)
{
Initialized = false;
FrameScopeActive = FrameScopePushedImplicitWindow = false;
@ -1033,8 +1033,8 @@ struct ImGuiContext
DimBgRatio = 0.0f;
BackgroundDrawList._Data = &DrawListSharedData;
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
OverlayDrawList._Data = &DrawListSharedData;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
ForegroundDrawList._Data = &DrawListSharedData;
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
DragDropActive = DragDropWithinSourceOrTarget = false;

2
imgui_widgets.cpp

@ -6635,7 +6635,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
{
// Enlarge tab display when hovering
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
display_draw_list = GetOverlayDrawList(window);
display_draw_list = GetForegroundDrawList(window);
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
}
#endif

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