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2 changes: 1 addition & 1 deletion demos/computeflocking/src/computeflockingapp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ namespace nap
if (ImGui::CollapsingHeader("Bloom Texture", ImGuiTreeNodeFlags_DefaultOpen))
{
const float aspect = coloradjust_comp->getOutputTexture().getHeight() / static_cast<float>(coloradjust_comp->getOutputTexture().getWidth());
const float width = ImGui::GetWindowContentRegionWidth();
const float width = ImGui::GetWindowContentRegionMax().x;
ImGui::Image(coloradjust_comp->getOutputTexture(), { width, width * aspect });
}
ImGui::End();
Expand Down
6 changes: 3 additions & 3 deletions demos/spotlight/src/spotlightapp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -161,15 +161,15 @@ namespace nap
light.setColor(color);

auto inten = light.getIntensity();
if (ImGui::SliderFloat("Intensity", &inten, 0.0f, 5.0f, "%.3f", 2.0f))
if (ImGui::SliderFloat("Intensity", &inten, 0.0f, 5.0f, "%.3f", ImGuiSliderFlags_Logarithmic))
light.setIntensity(inten);

auto shadow = light.getShadowStrength();
if (ImGui::SliderFloat("Shadow Strength", &shadow, 0.0f, 1.0f, "%.3f", 1.0f))
if (ImGui::SliderFloat("Shadow Strength", &shadow, 0.0f, 1.0f, "%.3f"))
light.setShadowStrength(shadow);

auto spread = light.getShadowSpread();
if (ImGui::SliderFloat("Shadow Spread", &spread, 0.0f, 10.0f, "%.3f", 1.0f))
if (ImGui::SliderFloat("Shadow Spread", &spread, 0.0f, 10.0f, "%.3f"))
light.setShadowSpread(spread);

// Spotlight specific controls
Expand Down
4 changes: 2 additions & 2 deletions demos/videomodulation/src/videomodulationapp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -254,15 +254,15 @@ namespace nap
if (ImGui::CollapsingHeader("Video Texture")) ///< The rendered video texture
{
RenderVideoComponentInstance& video_comp = mVideoEntity->getComponent<RenderVideoComponentInstance>();
float col_width = ImGui::GetContentRegionAvailWidth();
float col_width = ImGui::GetContentRegionAvail().x;
nap::Texture2D& video_tex = video_comp.getOutputTexture();
float ratio_video = static_cast<float>(video_tex.getWidth()) / static_cast<float>(video_tex.getHeight());
ImGui::Image(video_tex, { col_width, col_width / ratio_video });
}
if (ImGui::CollapsingHeader("FX Texture")) ///< The post process effect applied to the video texture
{
RenderToTextureComponentInstance& fx_comp = mVideoEntity->getComponent<RenderToTextureComponentInstance> ();
float col_width = ImGui::GetContentRegionAvailWidth();
float col_width = ImGui::GetContentRegionAvail().x;
nap::Texture2D& output_tex = fx_comp.getOutputTexture();
float ratio_video = static_cast<float>(output_tex.getWidth()) / static_cast<float>(output_tex.getHeight());
ImGui::Image(output_tex, { col_width, col_width / ratio_video });
Expand Down
2 changes: 1 addition & 1 deletion system_modules/napimgui/src/imgui/LICENSE.txt
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
The MIT License (MIT)

Copyright (c) 2014-2020 Omar Cornut
Copyright (c) 2014-2025 Omar Cornut

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
Expand Down
146 changes: 124 additions & 22 deletions system_modules/napimgui/src/imgui/imconfig.h
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,18 @@
// USER IMPLEMENTATION
// This file contains compile-time options for ImGui.
// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().

// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------

#pragma once
Expand All @@ -12,8 +24,19 @@
#include <utility/dllexport.h>

//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts

//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden

//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifdef _WIN32
#ifdef NAP_SHARED_LIBRARY_IMGUI
Expand All @@ -28,30 +51,79 @@
//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS

//---- Include imgui_user.h at the end of imgui.h
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.

//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available

//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.

//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"

//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS

//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_TEST_WINDOWS

//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS

//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
//#define IMGUI_USE_BGRA_PACKED_COLOR

//---- Implement STB libraries in a namespace to avoid linkage conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb

//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
//#define IMGUI_USE_LEGACY_CRC32_ADLER

//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32

//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.

//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF

//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE

//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
//#define IMGUI_ENABLE_FREETYPE_LUNASVG

//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE

//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
*/

Expand Down Expand Up @@ -81,7 +153,7 @@
ImVec4(const nap::RGBColor8& f, float a) { x = (float)f[0]/(float)nap::math::max<nap::uint8>(); \
y = (float)f[1]/(float)nap::math::max<nap::uint8>(); \
z = (float)f[2]/(float)nap::math::max<nap::uint8>(); \
w = a;}
w = a;}


//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices
Expand All @@ -94,8 +166,38 @@ extern thread_local ImGuiContext* ImGuiTLS;

//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.

//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS

//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int

//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback

//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()

//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS

//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID

//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{

void MyFunction(const char* name, MyMatrix44* mtx);
}

*/
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