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Tweaks, more consistent #define names

ocornut 11 vuotta sitten
vanhempi
commit
f30d23a502
3 muutettua tiedostoa jossa 16 lisäystä ja 12 poistoa
  1. 12 8
      imconfig.h
  2. 2 2
      imgui.cpp
  3. 2 2
      imgui.h

+ 12 - 8
imconfig.h

@@ -4,18 +4,22 @@
 
 #pragma once
 
-// Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
+//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
 //#include <vector>
 //#define ImVector	std::vector
 //#define ImVector	MyVector
 
-// Define assertion handler. Default to calling assert().
-// #define IM_ASSERT(_EXPR)	MyAssert(_EXPR)
+//---- Define assertion handler. Defaults to calling assert().
+//#define IM_ASSERT(_EXPR)	MyAssert(_EXPR)
 
-// Tell ImGui to not implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
-// #define IMGUI_DONT_IMPLEMENT_WINDOWS_CLIPBOARD_FUNCTIONS
+//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
+//#define IMGUI_DONT_IMPLEMENT_WINDOWS_CLIPBOARD_FUNCTIONS
 
-// Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
+//---- If you are loading a custom font, ImGui expect to find a pure white pixel at (0,0)
+// Change it's UV coordinate here if you can't have a white pixel at (0,0)
+//#define IMGUI_FONT_TEX_UV_FOR_WHITE	ImVec2(0.f/256.f,0.f/256.f)
+
+//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
 /*
 #define IM_VEC2_CLASS_EXTRA													\
 		ImVec2(const MyVec2& f) { x = f.x; y = f.y; }						\
@@ -26,8 +30,8 @@
 		operator MyVec4() const { return MyVec4(x,y,z,w); }
 */
 
-// Freely implement extra functions within the ImGui:: namespace.
-// e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
+//---- Freely implement extra functions within the ImGui:: namespace.
+//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
 /*
 namespace ImGui
 {

+ 2 - 2
imgui.cpp

@@ -101,7 +101,7 @@
 
  - if you want to use a different font than the default
    - create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight
-   - load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMDRAW_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
+   - load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMGUI_FONT_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
 
  - tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
  - tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
@@ -4703,7 +4703,7 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
 {
 	vtx_write->pos = pos;
 	vtx_write->col = col;
-	vtx_write->uv = IMDRAW_TEX_UV_FOR_WHITE;
+	vtx_write->uv = IMGUI_FONT_TEX_UV_FOR_WHITE;
 	vtx_write++;
 }
 

+ 2 - 2
imgui.h

@@ -509,8 +509,8 @@ struct ImDrawCmd
 	ImVec4			clip_rect;
 };
 
-#ifndef IMDRAW_TEX_UV_FOR_WHITE
-#define IMDRAW_TEX_UV_FOR_WHITE	ImVec2(0,0)
+#ifndef IMGUI_FONT_TEX_UV_FOR_WHITE
+#define IMGUI_FONT_TEX_UV_FOR_WHITE	ImVec2(0.f,0.f)
 #endif
 
 // sizeof() == 20