Searched refs:ImGui (Results 1 - 25 of 25) sorted by relevance

/xsrc/external/mit/MesaLib.old/dist/src/imgui/
H A Dimgui_demo.cpp4 // Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
6 // will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
9 // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
10 // If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
12 // In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
71 #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
131 ImGui::TextDisabled("(?)");
132 if (ImGui::IsItemHovered())
134 ImGui::BeginTooltip();
135 ImGui
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H A Dimgui_memory_editor.h1 // Mini memory editor for Dear ImGui (to embed in your game/tools)
7 // The code assume a mono-space font for simplicity! If you don't use the default font, use ImGui::PushFont()/PopFont() to switch to a mono-space font before caling this.
15 // ImGui::Begin("MyWindow")
17 // ImGui::End();
167 ImGuiStyle& style = ImGui::GetStyle();
172 s.LineHeight = ImGui::GetTextLineHeight();
173 s.GlyphWidth = ImGui::CalcTextSize("F").x + 1; // We assume the font is mono-space
194 ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, 0.0f), ImVec2(s.WindowWidth, FLT_MAX));
197 if (ImGui::Begin(title, &Open, ImGuiWindowFlags_NoScrollbar))
199 if (ImGui
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H A Dimgui.cpp4 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
5 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
18 // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
33 - How to update to a newer version of Dear ImGui.
34 - Getting started with integrating Dear ImGui in your code/engine.
49 - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
50 - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
51 - I integrated Dear ImGui in my engine and the text or lines are blurry..
52 - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
110 - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui
1014 namespace ImGui namespace
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H A Dimgui_widgets.cpp127 void ImGui::TextUnformatted(const char* text, const char* text_end)
234 void ImGui::Text(const char* fmt, ...)
242 void ImGui::TextV(const char* fmt, va_list args)
253 void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
261 void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
268 void ImGui::TextDisabled(const char* fmt, ...)
276 void ImGui::TextDisabledV(const char* fmt, va_list args)
283 void ImGui::TextWrapped(const char* fmt, ...)
291 void ImGui::TextWrappedV(const char* fmt, va_list args)
301 void ImGui
5821 namespace ImGui namespace
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H A Dimgui.h5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
14 // ImGui API (Dear ImGui end-user API)
50 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
97 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
105 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
128 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
192 // ImGui
196 namespace ImGui namespace
1486 namespace ImGui namespace
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H A Dimgui_draw.cpp132 #define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
133 #define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
174 void ImGui::StyleColorsDark(ImGuiStyle* dst)
176 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
229 void ImGui::StyleColorsClassic(ImGuiStyle* dst)
231 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
285 void ImGui::StyleColorsLight(ImGuiStyle* dst)
287 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
479 // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1192 IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui
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H A Dimgui_internal.h4 // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
116 extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
1312 namespace ImGui namespace
1316 // - ImGui::NewFrame() has never been called, which is illegal.
1317 // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
1455 // Render helpers (those functions don't access any ImGui state!)
1503 } // namespace ImGui
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/xsrc/external/mit/MesaLib/dist/src/imgui/
H A Dimgui_memory_editor.h1 // Mini memory editor for Dear ImGui (to embed in your game/tools)
7 // The code assume a mono-space font for simplicity! If you don't use the default font, use ImGui::PushFont()/PopFont() to switch to a mono-space font before caling this.
15 // ImGui::Begin("MyWindow")
17 // ImGui::End();
169 ImGuiStyle& style = ImGui::GetStyle();
174 s.LineHeight = ImGui::GetTextLineHeight();
175 s.GlyphWidth = ImGui::CalcTextSize("F").x + 1; // We assume the font is mono-space
196 ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, 0.0f), ImVec2(s.WindowWidth, FLT_MAX));
199 if (ImGui::Begin(title, &Open, ImGuiWindowFlags_NoScrollbar))
201 if (ImGui
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H A Dimgui.cpp4 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
5 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
18 // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
33 - How to update to a newer version of Dear ImGui.
34 - Getting started with integrating Dear ImGui in your code/engine.
49 - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
50 - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
51 - I integrated Dear ImGui in my engine and the text or lines are blurry..
52 - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
110 - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui
1014 namespace ImGui namespace
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H A Dimgui_widgets.cpp127 void ImGui::TextUnformatted(const char* text, const char* text_end)
234 void ImGui::Text(const char* fmt, ...)
242 void ImGui::TextV(const char* fmt, va_list args)
253 void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
261 void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
268 void ImGui::TextDisabled(const char* fmt, ...)
276 void ImGui::TextDisabledV(const char* fmt, va_list args)
283 void ImGui::TextWrapped(const char* fmt, ...)
291 void ImGui::TextWrappedV(const char* fmt, va_list args)
301 void ImGui
5821 namespace ImGui namespace
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H A Dimgui.h5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
14 // ImGui API (Dear ImGui end-user API)
50 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
97 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
105 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
128 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
192 // ImGui
196 namespace ImGui namespace
1486 namespace ImGui namespace
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H A Dimgui_draw.cpp132 #define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
133 #define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
174 void ImGui::StyleColorsDark(ImGuiStyle* dst)
176 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
229 void ImGui::StyleColorsClassic(ImGuiStyle* dst)
231 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
285 void ImGui::StyleColorsLight(ImGuiStyle* dst)
287 ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
479 // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1192 IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui
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H A Dimgui_internal.h4 // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
116 extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
1312 namespace ImGui namespace
1316 // - ImGui::NewFrame() has never been called, which is illegal.
1317 // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
1455 // Render helpers (those functions don't access any ImGui state!)
1503 } // namespace ImGui
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/xsrc/external/mit/MesaLib.old/dist/src/intel/tools/
H A Daubinator_viewer_urb.h28 const ImVec2 label_size = ImGui::CalcTextSize("VS entry: ", NULL, true);
29 ImVec2 graph_size(ImGui::CalcItemWidth(), 2 * n_stages * label_size.y);
31 ImGui::BeginChild(label, ImVec2(0, graph_size.y), false);
33 ImDrawList* draw_list = ImGui::GetWindowDrawList();
36 const float width = ImGui::GetContentRegionAvailWidth() - label_size.x;
38 const ImVec2 window_pos = ImGui::GetWindowPos();
39 const ImVec2 mouse_pos = ImGui::GetMousePos();
40 const bool window_hovered = ImGui::IsWindowHovered();
58 draw_list->AddText(alloc_pos, ImGui::GetColorU32(ImGuiCol_Text), label);
65 ImGui
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H A Daubinator_viewer.cpp337 return ImGui::GetIO().KeyCtrl && ImGui::IsKeyPressed(map_key(key));
343 return ImGui::IsRootWindowOrAnyChildFocused() && has_ctrl_key(key);
359 ImGui::InputTextMultiline("Assembly",
361 ImGui::GetContentRegionAvail(),
364 ImGui::Text("Shader not available");
424 ImGui::Text("URB allocation:");
490 ImGui::BeginChild(ImGui::GetID("##block"));
496 ImGui
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H A Daubinator_viewer_decoder.cpp68 ImGui::TextColored(ctx->cfg->dwords_color,
78 ImGui::Text("%s: ", iter.name); ImGui::SameLine();
79 ImGui::TextColored(ctx->cfg->boolean_color, "true");
81 ImGui::Text("%s: %s", iter.name, iter.value);
149 ImGui::TextColored(ctx->cfg->missing_color,
154 ImGui::PushID(addr);
155 if (ImGui::Button(type) && ctx->display_shader)
157 ImGui::PopID();
203 ImGui
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/xsrc/external/mit/MesaLib/dist/src/intel/tools/
H A Daubinator_viewer_urb.h28 const ImVec2 label_size = ImGui::CalcTextSize("VS entry: ", NULL, true);
29 ImVec2 graph_size(ImGui::CalcItemWidth(), 2 * n_stages * label_size.y);
31 ImGui::BeginChild(label, ImVec2(0, graph_size.y), false);
33 ImDrawList* draw_list = ImGui::GetWindowDrawList();
36 const float width = ImGui::GetContentRegionAvailWidth() - label_size.x;
38 const ImVec2 window_pos = ImGui::GetWindowPos();
39 const ImVec2 mouse_pos = ImGui::GetMousePos();
40 const bool window_hovered = ImGui::IsWindowHovered();
58 draw_list->AddText(alloc_pos, ImGui::GetColorU32(ImGuiCol_Text), label);
65 ImGui
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H A Daubinator_viewer.cpp335 return ImGui::GetIO().KeyCtrl && ImGui::IsKeyPressed(map_key(key));
341 return ImGui::IsRootWindowOrAnyChildFocused() && has_ctrl_key(key);
357 ImGui::InputTextMultiline("Assembly",
359 ImGui::GetContentRegionAvail(),
362 ImGui::Text("Shader not available");
422 ImGui::Text("URB allocation:");
488 ImGui::BeginChild(ImGui::GetID("##block"));
494 ImGui
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H A Daubinator_viewer_decoder.cpp68 ImGui::TextColored(ctx->cfg->dwords_color,
78 ImGui::Text("%s: ", iter.name); ImGui::SameLine();
79 ImGui::TextColored(ctx->cfg->boolean_color, "true");
81 ImGui::Text("%s: %s", iter.name, iter.value);
149 ImGui::TextColored(ctx->cfg->missing_color,
154 ImGui::PushID(addr);
155 if (ImGui::Button(type) && ctx->display_shader)
157 ImGui::PopID();
203 ImGui
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/xsrc/external/mit/MesaLib.old/dist/src/vulkan/overlay-layer/
H A Doverlay.cpp671 ImGui::SetNextWindowBgAlpha(0.5);
672 ImGui::SetNextWindowSize(data->window_size, ImGuiCond_Always);
675 ImGui::SetNextWindowPos(ImVec2(margin, margin), ImGuiCond_Always);
678 ImGui::SetNextWindowPos(ImVec2(data->width - data->window_size.x - margin, margin),
682 ImGui::SetNextWindowPos(ImVec2(margin, data->height - data->window_size.y - margin),
686 ImGui::SetNextWindowPos(ImVec2(data->width - data->window_size.x - margin,
698 ImGui::SetCurrentContext(data->imgui_context);
699 ImGui::NewFrame();
701 ImGui::Begin("Mesa overlay");
702 ImGui
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/xsrc/external/mit/MesaLib.old/dist/src/intel/tools/imgui/
H A Dimgui_impl_gtk3.cpp0 // ImGui GLFW binding with OpenGL3 + shaders
5 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
6 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
59 ImGuiIO& io = ImGui::GetIO();
166 // way some ImGui widgets work. For example a Popup menu will only
193 ImGuiIO& io = ImGui::GetIO();
238 ImGuiIO& io = ImGui::GetIO();
275 // Hide OS mouse cursor if ImGui is drawing it
H A Dimgui_impl_opengl3.cpp0 // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
98 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
103 ImGuiIO& io = ImGui::GetIO();
233 ImGuiIO& io = ImGui::GetIO();
261 ImGuiIO& io = ImGui::GetIO();
/xsrc/external/mit/MesaLib/dist/src/intel/tools/imgui/
H A Dimgui_impl_gtk3.cpp0 // ImGui GLFW binding with OpenGL3 + shaders
5 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
6 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
59 ImGuiIO& io = ImGui::GetIO();
166 // way some ImGui widgets work. For example a Popup menu will only
193 ImGuiIO& io = ImGui::GetIO();
238 ImGuiIO& io = ImGui::GetIO();
275 // Hide OS mouse cursor if ImGui is drawing it
H A Dimgui_impl_opengl3.cpp0 // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
98 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
103 ImGuiIO& io = ImGui::GetIO();
233 ImGuiIO& io = ImGui::GetIO();
261 ImGuiIO& io = ImGui::GetIO();
/xsrc/external/mit/MesaLib/dist/src/vulkan/overlay-layer/
H A Doverlay.cpp903 ImGui::SetNextWindowBgAlpha(0.5);
904 ImGui::SetNextWindowSize(data->window_size, ImGuiCond_Always);
907 ImGui::SetNextWindowPos(ImVec2(margin, margin), ImGuiCond_Always);
910 ImGui::SetNextWindowPos(ImVec2(data->width - data->window_size.x - margin, margin),
914 ImGui::SetNextWindowPos(ImVec2(margin, data->height - data->window_size.y - margin),
918 ImGui::SetNextWindowPos(ImVec2(data->width - data->window_size.x - margin,
930 ImGui::SetCurrentContext(data->imgui_context);
931 ImGui::NewFrame();
933 ImGui::Begin("Mesa overlay");
935 ImGui
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