// ImGui library // See .cpp file for commentary. // See ImGui::ShowTestWindow() for sample code. // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui #pragma once struct ImDrawList; struct ImBitmapFont; struct ImGuiAabb; struct ImGuiIO; struct ImGuiStorage; struct ImGuiStyle; struct ImGuiWindow; #include "imconfig.h" #include // FLT_MAX #include // va_list #include // NULL #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) #endif typedef unsigned int ImU32; typedef ImU32 ImGuiID; typedef int ImGuiCol; // enum ImGuiCol_ typedef int ImGuiKey; // enum ImGuiKey_ typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ typedef ImBitmapFont* ImFont; struct ImVec2 { float x, y; ImVec2() {} ImVec2(float _x, float _y) { x = _x; y = _y; } #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA #endif }; struct ImVec4 { float x, y, z, w; ImVec4() {} ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA #endif }; // 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). // this implementation does NOT call c++ constructors! we don't need them! also only provide the minimum functionalities we need. #ifndef ImVector template class ImVector { private: size_t _size; size_t _capacity; T* _data; public: typedef T value_type; typedef value_type* iterator; typedef const value_type* const_iterator; ImVector() { _size = _capacity = 0; _data = NULL; } ~ImVector() { if (_data) free(_data); } inline bool empty() const { return _size == 0; } inline size_t size() const { return _size; } inline size_t capacity() const { return _capacity; } inline value_type& at(size_t i) { IM_ASSERT(i < _size); return _data[i]; } inline const value_type& at(size_t i) const { IM_ASSERT(i < _size); return _data[i]; } inline value_type& operator[](size_t i) { IM_ASSERT(i < _size); return _data[i]; } inline const value_type& operator[](size_t i) const { IM_ASSERT(i < _size); return _data[i]; } inline void clear() { if (_data) { _size = _capacity = 0; free(_data); _data = NULL; } } inline iterator begin() { return _data; } inline const_iterator begin() const { return _data; } inline iterator end() { return _data + _size; } inline const_iterator end() const { return _data + _size; } inline value_type& front() { return at(0); } inline const value_type& front() const { return at(0); } inline value_type& back() { IM_ASSERT(_size > 0); return at(_size-1); } inline const value_type& back() const { IM_ASSERT(_size > 0); return at(_size-1); } inline void swap(ImVector& 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 reserve(size_t new_capacity) { _data = (value_type*)realloc(_data, new_capacity * sizeof(value_type)); _capacity = new_capacity; } inline void resize(size_t new_size) { if (new_size > _capacity) reserve(new_size); _size = new_size; } inline void push_back(const value_type& v) { if (_size == _capacity) reserve(_capacity ? _capacity * 2 : 4); _data[_size++] = v; } inline void pop_back() { IM_ASSERT(_size > 0); _size--; } inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const int off = it - begin(); memmove(_data + off, _data + off + 1, (_size - off - 1) * sizeof(value_type)); _size--; return _data + off; } inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const int off = it - begin(); if (_size == _capacity) reserve(_capacity ? _capacity * 2 : 4); if (off < (int)_size) memmove(_data + off + 1, _data + off, (_size - off) * sizeof(value_type)); _data[off] = v; _size++; } }; #endif // #ifndef ImVector // Helpers at bottom of the file: // - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only // - struct ImGuiTextFilter // Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]" // - struct ImGuiTextBuffer // Text buffer for logging/accumulating text // - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually) // - struct ImDrawList // Draw command list // - struct ImBitmapFont // Bitmap font loader // ImGui End-user API // In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types) namespace ImGui { // Main ImGuiIO& GetIO(); ImGuiStyle& GetStyle(); void NewFrame(); void Render(); void Shutdown(); void ShowUserGuide(); void ShowStyleEditor(ImGuiStyle* ref = NULL); void ShowTestWindow(bool* open = NULL); // Window bool Begin(const char* name = "Debug", bool* open = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0); void End(); void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); void EndChild(); bool GetWindowIsFocused(); float GetWindowWidth(); ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing void SetWindowPos(ImVec2 pos); // unchecked ImVec2 GetWindowSize(); ImVec2 GetWindowContentRegionMin(); ImVec2 GetWindowContentRegionMax(); ImDrawList* GetWindowDrawList(); void SetFontScale(float scale); void SetScrollPosHere(); void SetTreeStateStorage(ImGuiStorage* tree); ImGuiStorage* GetTreeStateStorage(); void PushItemWidth(float item_width); void PopItemWidth(); float GetItemWidth(); void PushAllowKeyboardFocus(bool v); void PopAllowKeyboardFocus(); void PushStyleColor(ImGuiCol idx, ImVec4 col); void PopStyleColor(); // Layout void Separator(); // horizontal line void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally void Spacing(); void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns void NextColumn(); // next column float GetColumnOffset(int column_index = -1); void SetColumnOffset(int column_index, float offset); float GetColumnWidth(int column_index = -1); ImVec2 GetCursorPos(); // cursor position relative to window position void SetCursorPos(ImVec2 p); void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets. float GetTextLineSpacing(); float GetTextLineHeight(); // ID scopes void PushID(const char* str_id); void PushID(const void* ptr_id); void PushID(const int int_id); void PopID(); // Widgets void Text(const char* fmt, ...); void TextV(const char* fmt, va_list args); 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, better for long chunks of text. void LabelText(const char* label, const char* fmt, ...); void BulletText(const char* fmt, ...); bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false); bool SmallButton(const char* label); bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false); bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f"); void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0)); void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0)); void Checkbox(const char* label, bool* v); void CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); bool RadioButton(const char* label, bool active); bool RadioButton(const char* label, int* v, int v_button); bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1); bool InputFloat2(const char* label, float v[2], int decimal_precision = -1); bool InputFloat3(const char* label, float v[3], int decimal_precision = -1); bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100); bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0); bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7); bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items = 7); // Separate items with \0, end item-list with \0\0 bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_height_items = 7); bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true); bool ColorEdit3(const char* label, float col[3]); bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); void ColorEditMode(ImGuiColorEditMode mode); bool TreeNode(const char* str_label_id); // if returning 'true' the user is responsible for calling TreePop bool TreeNode(const char* str_id, const char* fmt, ...); // " bool TreeNode(const void* ptr_id, const char* fmt, ...); // " void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layout purpose void TreePush(const void* ptr_id = NULL); // " void TreePop(); void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader // Value helper output "name: value" // Freely declare your own in the ImGui namespace. void Value(const char* prefix, bool b); void Value(const char* prefix, int v); void Value(const char* prefix, unsigned int v); void Value(const char* prefix, float v, const char* float_format = NULL); void Color(const char* prefix, const ImVec4& v); void Color(const char* prefix, unsigned int v); // Logging void LogButtons(); void LogToTTY(int max_depth = -1); void LogToFile(int max_depth = -1, const char* filename = NULL); void LogToClipboard(int max_depth = -1); // Utilities void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). (currently no contention handling, last call win) void SetNewWindowDefaultPos(ImVec2 pos); // set position of window that do bool IsHovered(); // was the last item active area hovered by mouse? ImVec2 GetItemBoxMin(); // get bounding box of last item ImVec2 GetItemBoxMax(); // get bounding box of last item bool IsClipped(ImVec2 item_size); // to perform coarse clipping on user's side (as an optimisation) bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry bool IsMouseClicked(int button, bool repeat = false); bool IsMouseDoubleClicked(int button); bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max); ImVec2 GetMousePos(); float GetTime(); int GetFrameCount(); const char* GetStyleColorName(ImGuiCol idx); void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size); }; // namespace ImGui // Flags for ImGui::Begin() enum ImGuiWindowFlags_ { // Default: 0 ImGuiWindowFlags_ShowBorders = 1 << 0, ImGuiWindowFlags_NoTitleBar = 1 << 1, ImGuiWindowFlags_NoResize = 1 << 2, ImGuiWindowFlags_NoMove = 1 << 3, ImGuiWindowFlags_NoScrollbar = 1 << 4, ImGuiWindowFlags_ChildWindow = 1 << 5, // For internal use by BeginChild() ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 6, // For internal use by BeginChild() ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 7, // For internal use by BeginChild() ImGuiWindowFlags_ComboBox = 1 << 8, // For internal use by ComboBox() ImGuiWindowFlags_Tooltip = 1 << 9, // For internal use by Render() when using Tooltip }; // Flags for ImGui::InputText() enum ImGuiInputTextFlags_ { // Default: 0 ImGuiInputTextFlags_CharsDecimal = 1 << 0, ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, ImGuiInputTextFlags_AutoSelectAll = 1 << 2, ImGuiInputTextFlags_AlignCenter = 1 << 3, }; // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { ImGuiKey_Tab, ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_Home, ImGuiKey_End, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_A, // for CTRL+A: select all ImGuiKey_C, // for CTRL+C: copy ImGuiKey_V, // for CTRL+V: paste ImGuiKey_X, // for CTRL+X: cut ImGuiKey_Y, // for CTRL+Y: redo ImGuiKey_Z, // for CTRL+Z: undo ImGuiKey_COUNT, }; enum ImGuiCol_ { ImGuiCol_Text, ImGuiCol_WindowBg, ImGuiCol_Border, ImGuiCol_BorderShadow, ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_TitleBg, ImGuiCol_TitleBgCollapsed, ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrabHovered, ImGuiCol_ScrollbarGrabActive, ImGuiCol_ComboBg, ImGuiCol_CheckHovered, ImGuiCol_CheckActive, ImGuiCol_SliderGrab, ImGuiCol_SliderGrabActive, ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, ImGuiCol_Header, ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Column, ImGuiCol_ColumnHovered, ImGuiCol_ColumnActive, ImGuiCol_ResizeGrip, ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, ImGuiCol_CloseButton, ImGuiCol_CloseButtonHovered, ImGuiCol_CloseButtonActive, ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, ImGuiCol_TextSelectedBg, ImGuiCol_TooltipBg, ImGuiCol_COUNT, }; enum ImGuiColorEditMode_ { ImGuiColorEditMode_UserSelect = -1, ImGuiColorEditMode_RGB = 0, ImGuiColorEditMode_HSV = 1, ImGuiColorEditMode_HEX = 2, }; // See constructor for comments of individual fields. struct ImGuiStyle { ImVec2 WindowPadding; ImVec2 WindowMinSize; ImVec2 FramePadding; ImVec2 ItemSpacing; ImVec2 ItemInnerSpacing; ImVec2 TouchExtraPadding; ImVec2 AutoFitPadding; float WindowFillAlphaDefault; float WindowRounding; float TreeNodeSpacing; float ColumnsMinSpacing; float ScrollBarWidth; ImVec4 Colors[ImGuiCol_COUNT]; ImGuiStyle(); }; // This is where your app communicate with ImGui. Call ImGui::GetIO() to access. // Read 'Programmer guide' section in .cpp file for general usage. struct ImGuiIO { // Settings (fill once) // Default value: ImVec2 DisplaySize; // // Display size, in pixels. For clamping windows positions. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving. const char* IniFilename; // = "imgui.ini" // Absolute path to .ini file. const char* LogFilename; // = "imgui_log.txt" // Absolute path to .log file. float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array ImFont Font; // // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font). float FontHeight; // // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel. float PixelCenterOffset; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL. // Settings - Functions (fill once) void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); // Required const char* (*GetClipboardTextFn)(); // Required for clipboard support void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end') // Input - Fill before calling NewFrame() ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) bool MouseDown[2]; // Mouse buttons int MouseWheel; // Mouse wheel: -1,0,+1 bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data) char InputCharacters[16]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application bool WantCaptureMouse; // ImGui is using your mouse input (= window is being hovered or widget is active). bool WantCaptureKeyboard; // imGui is using your keyboard input (= widget is active). // Function void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[] // [Internal] ImGui will maintain those fields for you ImVec2 MousePosPrev; ImVec2 MouseDelta; bool MouseClicked[2]; ImVec2 MouseClickedPos[2]; float MouseClickedTime[2]; bool MouseDoubleClicked[2]; float MouseDownTime[2]; float KeysDownTime[512]; ImGuiIO(); }; //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- // Helper: execute a block of code once a frame only // Usage: if (IMGUI_ONCE_UPON_A_FRAME) {/*do something once a frame*/) #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOncePerFrame im = ImGuiOncePerFrame() struct ImGuiOncePerFrame { ImGuiOncePerFrame() : LastFrame(-1) {} operator bool() const { return TryIsNewFrame(); } private: mutable int LastFrame; bool TryIsNewFrame() const { const int current_frame = ImGui::GetFrameCount(); if (LastFrame == current_frame) return false; LastFrame = current_frame; return true; } }; // Helper: Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { struct TextRange { const char* b; const char* e; TextRange() { b = e = NULL; } TextRange(const char* _b, const char* _e) { b = _b; e = _e; } const char* begin() const { return b; } const char* end() const { return e; } bool empty() const { return b == e; } char front() const { return *b; } static bool isblank(char c) { return c == ' ' && c == '\t'; } void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; } void split(char separator, ImVector& out); }; char InputBuf[256]; ImVector Filters; int CountGrep; ImGuiTextFilter(); void Clear() { InputBuf[0] = 0; Build(); } void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build bool PassFilter(const char* val) const; bool IsActive() const { return !Filters.empty(); } void Build(); }; // Helper: Text buffer for logging/accumulating text struct ImGuiTextBuffer { ImVector Buf; ImGuiTextBuffer() { Buf.push_back(0); } const char* begin() const { return Buf.begin(); } const char* end() const { return Buf.end()-1; } size_t size() const { return Buf.size()-1; } bool empty() { return Buf.empty(); } void clear() { Buf.clear(); Buf.push_back(0); } void append(const char* fmt, ...); }; // Helper: Key->value storage // - Store collapse state for a tree // - Store color edit options, etc. // Typically you don't have to worry about this since a storage is held within each Window. // Declare your own storage if you want to manipulate the open/close state of a particular sub-tree in your interface. struct ImGuiStorage { struct Pair { ImU32 key; int val; }; ImVector Data; void Clear(); int GetInt(ImU32 key, int default_val = 0); void SetInt(ImU32 key, int val); void SetAllInt(int val); int* Find(ImU32 key); void Insert(ImU32 key, int val); }; //----------------------------------------------------------------------------- // Draw List // Hold a series of drawing commands. The user provide a renderer for ImDrawList //----------------------------------------------------------------------------- struct ImDrawCmd { unsigned int vtx_count; ImVec4 clip_rect; }; #ifndef IMGUI_FONT_TEX_UV_FOR_WHITE #define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f,0.f) #endif // sizeof() == 20 struct ImDrawVert { ImVec2 pos; ImVec2 uv; ImU32 col; }; // Draw command list // User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn struct ImDrawList { ImVector commands; ImVector vtx_buffer; // each command consume ImDrawCmd::vtx_count of those ImVector clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on) ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) ImDrawList() { Clear(); } void Clear(); void PushClipRect(const ImVec4& clip_rect); void PopClipRect(); void ReserveVertices(unsigned int vtx_count); void AddVtx(const ImVec2& pos, ImU32 col); void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col); // Primitives void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col); void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris=false, const ImVec2& third_point_offset = ImVec2(0,0)); void AddText(ImFont font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end); }; // Optional bitmap font data loader & renderer into vertices // #define ImFont to ImBitmapFont to use // Using the .fnt format exported by BMFont // - tool: http://www.angelcode.com/products/bmfont // - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html // Assume valid file data (won't handle invalid/malicious data) // Handle a subset of parameters. // - kerning pair are not supported (because ImGui code does per-character CalcTextSize calls, need to turn it into something more stateful to allow kerning) struct ImBitmapFont { #pragma pack(push, 1) struct FntInfo { signed short FontSize; unsigned char BitField; // bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeight, bits 5-7: reserved unsigned char CharSet; unsigned short StretchH; unsigned char AA; unsigned char PaddingUp, PaddingRight, PaddingDown, PaddingLeft; unsigned char SpacingHoriz, SpacingVert; unsigned char Outline; //char FontName[]; }; struct FntCommon { unsigned short LineHeight; unsigned short Base; unsigned short ScaleW, ScaleH; unsigned short Pages; unsigned char BitField; unsigned char Channels[4]; }; struct FntGlyph { unsigned int Id; unsigned short X, Y; unsigned short Width, Height; signed short XOffset, YOffset; signed short XAdvance; unsigned char Page; unsigned char Channel; }; struct FntKerning { unsigned int IdFirst; unsigned int IdSecond; signed short Amount; }; #pragma pack(pop) unsigned char* Data; // Raw data, content of .fnt file int DataSize; // bool DataOwned; // const FntInfo* Info; // (point into raw data) const FntCommon* Common; // (point into raw data) const FntGlyph* Glyphs; // (point into raw data) size_t GlyphsCount; // const FntKerning* Kerning; // (point into raw data) size_t KerningCount; // int TabCount; // FIXME: mishandled (add fixed amount instead of aligning to column) ImVector Filenames; // (point into raw data) ImVector IndexLookup; // (built) ImBitmapFont(); ~ImBitmapFont() { Clear(); } bool LoadFromMemory(const void* data, int data_size); bool LoadFromFile(const char* filename); void Clear(); void BuildLookupTable(); const FntGlyph * FindGlyph(unsigned short c) const; float GetFontSize() const { return (float)Info->FontSize; } ImVec2 CalcTextSize(float size, float max_width, const char* text_begin, const char* text_end, const char** remaining = NULL) const; void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices) const; };