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Merge branch 'master' into examples_refactor
# Conflicts: # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
This commit is contained in:
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@@ -107,7 +107,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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Languages: (third-party bindinds)
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Languages: (third-party bindings)
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- C: [cimgui](https://github.com/Extrawurst/cimgui)
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- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
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- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
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@@ -4,6 +4,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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@@ -22,7 +23,7 @@ static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init()
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@@ -103,9 +104,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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glBindVertexArray(g_VaoHandle);
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glBindSampler(0, 0); // Rely on combined texture/sampler state.
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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// Draw
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@@ -141,6 +155,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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idx_buffer_offset += pcmd->ElemCount;
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}
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}
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glDeleteVertexArrays(1, &vao_handle);
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// Restore modified GL state
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glUseProgram(last_program);
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@@ -254,17 +269,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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ImGui_ImplOpenGL3_CreateFontsTexture();
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// Restore modified GL state
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@@ -277,10 +281,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
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g_VboHandle = g_ElementsHandle = 0;
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if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
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if (g_VertHandle) glDeleteShader(g_VertHandle);
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@@ -250,7 +250,7 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is really usable in typical conditions at the moment.
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- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
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- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
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- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
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@@ -340,18 +340,11 @@
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this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
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- if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
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- the signature of the io.RenderDrawListsFn handler has changed!
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ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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became:
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ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
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argument 'cmd_lists' -> 'draw_data->CmdLists'
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argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
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ImDrawList 'commands' -> 'CmdBuffer'
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ImDrawList 'vtx_buffer' -> 'VtxBuffer'
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ImDrawList n/a -> 'IdxBuffer' (new)
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ImDrawCmd 'vtx_count' -> 'ElemCount'
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ImDrawCmd 'clip_rect' -> 'ClipRect'
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ImDrawCmd 'user_callback' -> 'UserCallback'
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ImDrawCmd 'texture_id' -> 'TextureId'
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old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
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argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
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ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
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ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
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- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
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- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
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- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
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@@ -382,18 +375,9 @@
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- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
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- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
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(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
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this sequence:
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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// <Copy to GPU>
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became:
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// <Copy to GPU>
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io.Fonts->TexID = (your_texture_identifier);
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you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
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font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
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became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
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you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
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it is now recommended that you sample the font texture with bilinear interpolation.
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(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
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(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
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@@ -3227,7 +3211,7 @@ static void ImGui::NavUpdate()
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}
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// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
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ImRect nav_rect_rel = (g.NavWindow && g.NavWindow->NavRectRel[g.NavLayer].IsFinite()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
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ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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@@ -6060,7 +6044,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->DC.TextWrapPosStack.resize(0);
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window->DC.ColumnsSet = NULL;
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window->DC.TreeDepth = 0;
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window->DC.TreeDepthMayCloseOnPop = 0x00;
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window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
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window->DC.StateStorage = &window->StateStorage;
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window->DC.GroupStack.resize(0);
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window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
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@@ -8020,8 +8004,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
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// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
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// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavCloseFromChild) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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window->DC.TreeDepthMayCloseOnPop |= (1 << window->DC.TreeDepth);
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if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);
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bool item_add = ItemAdd(interact_bb, id);
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window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
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@@ -12689,12 +12673,12 @@ void ImGui::TreePop()
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window->DC.TreeDepth--;
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if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
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if (g.NavIdIsAlive && (window->DC.TreeDepthMayCloseOnPop & (1 << window->DC.TreeDepth)))
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if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
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{
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SetNavID(window->IDStack.back(), g.NavLayer);
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NavMoveRequestCancel();
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}
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window->DC.TreeDepthMayCloseOnPop &= (1 << window->DC.TreeDepth) - 1;
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window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1;
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PopID();
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}
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@@ -13218,7 +13202,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
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ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
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ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
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if (window->NavRectRel[0].IsFinite())
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if (window->NavRectRel[0].IsInverted())
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ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
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else
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ImGui::BulletText("NavRectRel[0]: <None>");
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@@ -611,7 +611,7 @@ enum ImGuiTreeNodeFlags_
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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().
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//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
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//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
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ImGuiTreeNodeFlags_NavCloseFromChild = 1 << 13, // (WIP) Nav: left direction may close this TreeNode() when focusing on any child (items submitted between TreeNode and TreePop)
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ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
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ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
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// Obsolete names (will be removed)
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+4
-1
@@ -982,7 +982,10 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners_flags);
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if (Flags & ImDrawListFlags_AntiAliasedLines)
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PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags);
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else
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PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes.
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PathStroke(col, true, thickness);
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}
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+2
-3
@@ -341,7 +341,6 @@ struct IMGUI_API ImRect
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
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bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
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bool IsFinite() const { return Min.x != FLT_MAX; }
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};
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// Stacked color modifier, backup of modified data so we can restore it
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@@ -834,7 +833,7 @@ struct IMGUI_API ImGuiDrawContext
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float PrevLineTextBaseOffset;
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float LogLinePosY;
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int TreeDepth;
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ImU32 TreeDepthMayCloseOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
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ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
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ImGuiID LastItemId;
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ImGuiItemStatusFlags LastItemStatusFlags;
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ImRect LastItemRect; // Interaction rect
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@@ -874,7 +873,7 @@ struct IMGUI_API ImGuiDrawContext
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CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
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LogLinePosY = -1.0f;
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TreeDepth = 0;
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TreeDepthMayCloseOnPop = 0x00;
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TreeDepthMayJumpToParentOnPop = 0x00;
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LastItemId = 0;
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LastItemStatusFlags = 0;
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LastItemRect = LastItemDisplayRect = ImRect();
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@@ -2463,6 +2463,7 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
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if (valueFormat2 != 0) return 0;
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STBTT_assert(coverageIndex < pairSetCount);
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STBTT__NOTUSED(pairSetCount);
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needle=glyph2;
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r=pairValueCount-1;
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