| /xsrc/external/mit/MesaLib.old/dist/src/imgui/ |
| H A D | imgui_demo.cpp | 4 // 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 [all...] |
| H A D | imgui_memory_editor.h | 1 // 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 [all...] |
| H A D | imgui.cpp | 4 // 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 [all...] |
| H A D | imgui_widgets.cpp | 127 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 [all...] |
| H A D | imgui.h | 5 // 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 [all...] |
| H A D | imgui_draw.cpp | 132 #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 [all...] |
| H A D | imgui_internal.h | 4 // 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 [all...] |
| /xsrc/external/mit/MesaLib/dist/src/imgui/ |
| H A D | imgui_memory_editor.h | 1 // 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 [all...] |
| H A D | imgui.cpp | 4 // 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 [all...] |
| H A D | imgui_widgets.cpp | 127 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 [all...] |
| H A D | imgui.h | 5 // 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 [all...] |
| H A D | imgui_draw.cpp | 132 #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 [all...] |
| H A D | imgui_internal.h | 4 // 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 [all...] |
| /xsrc/external/mit/MesaLib.old/dist/src/intel/tools/ |
| H A D | aubinator_viewer_urb.h | 28 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 [all...] |
| H A D | aubinator_viewer.cpp | 337 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 [all...] |
| H A D | aubinator_viewer_decoder.cpp | 68 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 [all...] |
| /xsrc/external/mit/MesaLib/dist/src/intel/tools/ |
| H A D | aubinator_viewer_urb.h | 28 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 [all...] |
| H A D | aubinator_viewer.cpp | 335 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 [all...] |
| H A D | aubinator_viewer_decoder.cpp | 68 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 [all...] |
| /xsrc/external/mit/MesaLib.old/dist/src/vulkan/overlay-layer/ |
| H A D | overlay.cpp | 671 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 [all...] |
| /xsrc/external/mit/MesaLib.old/dist/src/intel/tools/imgui/ |
| H A D | imgui_impl_gtk3.cpp | 0 // 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
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| H A D | imgui_impl_opengl3.cpp | 0 // 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();
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| /xsrc/external/mit/MesaLib/dist/src/intel/tools/imgui/ |
| H A D | imgui_impl_gtk3.cpp | 0 // 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
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| H A D | imgui_impl_opengl3.cpp | 0 // 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();
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| /xsrc/external/mit/MesaLib/dist/src/vulkan/overlay-layer/ |
| H A D | overlay.cpp | 903 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 [all...] |