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Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_opengl3.cpp
omar 6 anni fa
parent
commit
49eb5f0280

+ 5 - 1
docs/CHANGELOG.txt

@@ -105,7 +105,7 @@ Breaking Changes:
 
 Other Changes:
 
-- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer.
+- 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.
   We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011)
 - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
@@ -118,6 +118,8 @@ Other Changes:
 - InputText: Fixed various display corruption related to swapping the underlying buffer while
   a input widget is active (both for writable and read-only paths). Often they would manifest
   when manipulating the scrollbar of a multi-line input text.
+- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
+  while dragging its title bar. (#2389)
 - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
 - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
   hard crashes any more, facilitating integration with scripting languages. (#1651)
@@ -127,6 +129,8 @@ Other Changes:
 - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
   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).
+- 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)
 - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]

+ 2 - 2
examples/README.txt

@@ -118,8 +118,8 @@ List of Renderer Bindings in this repository:
     imgui_impl_dx11.cpp       ; DirectX11
     imgui_impl_dx12.cpp       ; DirectX12
     imgui_impl_metal.mm       ; Metal (with ObjC)
-    imgui_impl_opengl2.cpp    ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
-    imgui_impl_opengl3.cpp    ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
+    imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
+    imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
     imgui_impl_vulkan.cpp     ; Vulkan
 
 List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)

+ 48 - 23
examples/imgui_impl_opengl3.cpp

@@ -1,6 +1,7 @@
-// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
-// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@@ -13,6 +14,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
 //  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
 //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
 //  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
@@ -41,17 +43,17 @@
 // version   version   string
 //----------------------------------------
 //  2.0       110       "#version 110"
-//  2.1       120
-//  3.0       130
-//  3.1       140
+//  2.1       110       "#version 120"
+//  3.0       130       "#version 130"
+//  3.1       140       "#version 140"
 //  3.2       150       "#version 150"
-//  3.3       330
-//  4.0       400
+//  3.3       330       "#version 330 core"
+//  4.0       400       "#version 400 core"
 //  4.1       410       "#version 410 core"
-//  4.2       420
-//  4.3       430
-//  ES 2.0    100       "#version 100"
-//  ES 3.0    300       "#version 300 es"
+//  4.2       420       "#version 410 core"
+//  4.3       430       "#version 430 core"
+//  ES 2.0    100       "#version 100"      = WebGL 1.0
+//  ES 3.0    300       "#version 300 es"   = WebGL 2.0
 //----------------------------------------
 
 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
@@ -70,20 +72,24 @@
 #include "TargetConditionals.h"
 #endif
 
-// iOS, Android and Emscripten can use GL ES 3
-// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
-#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
-#define USE_GL_ES3
+// Auto-detect GL version
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
+#define IMGUI_IMPL_OPENGL_ES3       // iOS, Android  -> GL ES 3, "#version 300 es"
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_ES2       // Emscripten    -> GL ES 2, "#version 100"
+#endif
 #endif
 
-#ifdef USE_GL_ES3
-// OpenGL ES 3
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <GLES2/gl2.h>
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
 #include <GLES3/gl3.h>  // Use GL ES 3
 #else
-// Regular OpenGL
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+// About Desktop OpenGL function loaders:
+//  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+//  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
+//  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
 #include <GL/gl3w.h>
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
@@ -116,7 +122,10 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     io.BackendRendererName = "imgui_impl_opengl3";
 
     // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
-#ifdef USE_GL_ES3
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+    if (glsl_version == NULL)
+        glsl_version = "#version 100";
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
     if (glsl_version == NULL)
         glsl_version = "#version 300 es";
 #else
@@ -165,7 +174,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
 #endif
     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_ES2
     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#endif
 #ifdef GL_POLYGON_MODE
     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
 #endif
@@ -219,11 +230,14 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 #ifdef GL_SAMPLER_BINDING
     glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 #endif
+
+#ifndef IMGUI_IMPL_OPENGL_ES2
     // Recreate the VAO every time
     // (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.)
     GLuint vao_handle = 0;
     glGenVertexArrays(1, &vao_handle);
     glBindVertexArray(vao_handle);
+#endif
     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
     glEnableVertexAttribArray(g_AttribLocationPosition);
     glEnableVertexAttribArray(g_AttribLocationUV);
@@ -281,7 +295,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
             idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
         }
     }
+#ifndef IMGUI_IMPL_OPENGL_ES2
     glDeleteVertexArrays(1, &vao_handle);
+#endif
 
     // Restore modified GL state
     glUseProgram(last_program);
@@ -290,7 +306,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     glBindSampler(0, last_sampler);
 #endif
     glActiveTexture(last_active_texture);
+#ifndef IMGUI_IMPL_OPENGL_ES2
     glBindVertexArray(last_vertex_array);
+#endif
     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
@@ -320,7 +338,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#ifdef GL_UNPACK_ROW_LENGTH
     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+#endif
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 
     // Store our identifier
@@ -382,10 +402,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
 bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
 {
     // Backup GL state
-    GLint last_texture, last_array_buffer, last_vertex_array;
+    GLint last_texture, last_array_buffer;
     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_ES2
+    GLint last_vertex_array;
     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#endif
 
     // Parse GLSL version string
     int glsl_version = 130;
@@ -549,7 +572,9 @@ bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
     // Restore modified GL state
     glBindTexture(GL_TEXTURE_2D, last_texture);
     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_ES2
     glBindVertexArray(last_vertex_array);
+#endif
 
     return true;
 }

+ 15 - 10
examples/imgui_impl_opengl3.h

@@ -1,6 +1,7 @@
-// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
-// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@@ -10,19 +11,23 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
-// About OpenGL function loaders:
-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+// About Desktop OpenGL function loaders:
+//  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+//  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
+//  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
 
 // About GLSL version:
-// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
-// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
-// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+//  The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+//  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
 
 #pragma once
 
-// Set default OpenGL loader to be gl3w
+// Specific OpenGL versions
+//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
+//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
+
+// Set default OpenGL3 loader to be gl3w
 #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)     \
  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)     \
  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)     \

+ 8 - 7
imgui.cpp

@@ -1523,27 +1523,27 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
 // - If we reach ### in the string we discard the hash so far and reset to the seed.
 // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
 // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
+ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
 {
     seed = ~seed;
     ImU32 crc = seed;
-    const unsigned char* src = (const unsigned char*)data;
+    const unsigned char* data = (const unsigned char*)data_p;
     const ImU32* crc32_lut = GCrc32LookupTable;
     if (data_size != 0)
     {
         while (data_size-- != 0)
         {
-            unsigned char c = *src++;
-            if (c == '#' && src[0] == '#' && src[1] == '#')
+            unsigned char c = *data++;
+            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
                 crc = seed;
             crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
         }
     }
     else
     {
-        while (unsigned char c = *src++)
+        while (unsigned char c = *data++)
         {
-            if (c == '#' && src[0] == '#' && src[1] == '#')
+            if (c == '#' && data[0] == '#' && data[1] == '#')
                 crc = seed;
             crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
         }
@@ -3492,12 +3492,13 @@ void ImGui::NewFrame()
     // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
     IM_ASSERT(g.Initialized);
     IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
+    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
     IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
     IM_ASSERT(g.IO.Fonts->Fonts.Size > 0                                && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
     IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()                          && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
     IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
     IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
-    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
     for (int n = 0; n < ImGuiKey_COUNT; n++)
         IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
 

+ 7 - 4
imgui_demo.cpp

@@ -1515,20 +1515,23 @@ static void ShowDemoWindowWidgets()
         static int item_type = 1;
         static bool b = false;
         static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
+        static char str[16] = {};
         ImGui::RadioButton("Text", &item_type, 0);
         ImGui::RadioButton("Button", &item_type, 1);
         ImGui::RadioButton("Checkbox", &item_type, 2);
         ImGui::RadioButton("SliderFloat", &item_type, 3);
-        ImGui::RadioButton("ColorEdit4", &item_type, 4);
-        ImGui::RadioButton("ListBox", &item_type, 5);
+        ImGui::RadioButton("InputText", &item_type, 4);
+        ImGui::RadioButton("ColorEdit4", &item_type, 5);
+        ImGui::RadioButton("ListBox", &item_type, 6);
         ImGui::Separator();
         bool ret = false;
         if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction
         if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button
         if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox
         if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item
-        if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)
-        if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+        if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)
+        if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)
+        if (item_type == 6) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
         ImGui::BulletText(
             "Return value = %d\n"
             "IsItemFocused() = %d\n"

+ 3 - 1
imgui_widgets.cpp

@@ -4253,8 +4253,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = GetCurrentWindow();
-    ImDrawList* draw_list = window->DrawList;
+    if (window->SkipItems)
+        return false;
 
+    ImDrawList* draw_list = window->DrawList;
     ImGuiStyle& style = g.Style;
     ImGuiIO& io = g.IO;