mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-07 05:43:17 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_osx.mm # backends/imgui_impl_wgpu.cpp # backends/imgui_impl_wgpu.h
This commit is contained in:
2
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
2
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
@@ -4,7 +4,7 @@ body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
|
||||
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
|
||||
For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-01-20: Removed notification observer when shutting down. (#8331)
|
||||
@@ -697,6 +698,9 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
|
||||
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
{
|
||||
// Only process events from the window containing ImGui view
|
||||
if (event.window != view.window)
|
||||
return false;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
|
||||
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
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||||
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
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||||
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -74,11 +75,15 @@ extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
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||||
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
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||||
|
||||
// WebGPU data
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||||
struct ImGui_ImplWGPU_Texture
|
||||
{
|
||||
WGPUTexture Texture = nullptr;
|
||||
WGPUTextureView TextureView = nullptr;
|
||||
};
|
||||
|
||||
struct RenderResources
|
||||
{
|
||||
WGPUTexture FontTexture = nullptr; // Font texture
|
||||
WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
|
||||
WGPUSampler Sampler = nullptr; // Sampler for the font texture
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||||
WGPUSampler Sampler = nullptr; // Sampler for textures
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||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
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||||
@@ -235,23 +240,8 @@ static void SafeRelease(WGPUShaderModule& res)
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||||
wgpuShaderModuleRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTextureView& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureViewRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTexture& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
static void SafeRelease(RenderResources& res)
|
||||
{
|
||||
SafeRelease(res.FontTexture);
|
||||
SafeRelease(res.FontTextureView);
|
||||
SafeRelease(res.Sampler);
|
||||
SafeRelease(res.Uniforms);
|
||||
SafeRelease(res.CommonBindGroup);
|
||||
@@ -382,6 +372,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
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||||
return;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplWGPU_UpdateTexture(tex);
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||||
|
||||
// FIXME: Assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
@@ -537,33 +534,52 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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||||
platform_io.Renderer_RenderState = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
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||||
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
// Build texture atlas
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||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
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||||
int width, height, size_pp;
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||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
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||||
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
|
||||
// Upload texture to graphics system
|
||||
IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
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||||
wgpuTextureViewRelease(backend_tex->TextureView);
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||||
wgpuTextureRelease(backend_tex->Texture);
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||||
IM_DELETE(backend_tex);
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||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
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||||
tex->SetStatus(ImTextureStatus_Destroyed);
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||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
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||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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||||
ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
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||||
|
||||
// Create texture
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||||
WGPUTextureDescriptor tex_desc = {};
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||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
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||||
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
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||||
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
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||||
#else
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||||
tex_desc.label = "Dear ImGui Font Texture";
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||||
tex_desc.label = "Dear ImGui Texture";
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||||
#endif
|
||||
tex_desc.dimension = WGPUTextureDimension_2D;
|
||||
tex_desc.size.width = width;
|
||||
tex_desc.size.height = height;
|
||||
tex_desc.size.width = tex->Width;
|
||||
tex_desc.size.height = tex->Height;
|
||||
tex_desc.size.depthOrArrayLayers = 1;
|
||||
tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
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||||
bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
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||||
backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
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||||
|
||||
// Create texture view
|
||||
WGPUTextureViewDescriptor tex_view_desc = {};
|
||||
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
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||||
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
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||||
@@ -572,19 +588,35 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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||||
tex_view_desc.baseArrayLayer = 0;
|
||||
tex_view_desc.arrayLayerCount = 1;
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||||
tex_view_desc.aspect = WGPUTextureAspect_All;
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||||
bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
|
||||
backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
|
||||
tex->BackendUserData = backend_tex;
|
||||
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
|
||||
}
|
||||
|
||||
// Upload texture data
|
||||
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
|
||||
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
||||
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
||||
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
||||
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
||||
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
||||
|
||||
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPUTexelCopyTextureInfo dst_view = {};
|
||||
#else
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
#endif
|
||||
dst_view.texture = bd->renderResources.FontTexture;
|
||||
dst_view.texture = backend_tex->Texture;
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { 0, 0, 0 };
|
||||
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPUTexelCopyBufferLayout layout = {};
|
||||
@@ -592,29 +624,14 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
WGPUTextureDataLayout layout = {};
|
||||
#endif
|
||||
layout.offset = 0;
|
||||
layout.bytesPerRow = width * size_pp;
|
||||
layout.rowsPerImage = height;
|
||||
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
|
||||
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
|
||||
layout.rowsPerImage = upload_h;
|
||||
WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
|
||||
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
|
||||
// Create the associated sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplWGPU_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
@@ -758,16 +775,26 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
||||
};
|
||||
|
||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||
common_bg_descriptor.layout = bg_layouts[0];
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
@@ -792,8 +819,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pipelineState);
|
||||
SafeRelease(bd->renderResources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplWGPU_DestroyTexture(tex);
|
||||
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
@@ -818,6 +847,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
@@ -827,8 +857,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
bd->renderResources.FontTextureView = nullptr;
|
||||
bd->renderResources.Sampler = nullptr;
|
||||
bd->renderResources.Uniforms = nullptr;
|
||||
bd->renderResources.CommonBindGroup = nullptr;
|
||||
@@ -867,7 +895,7 @@ void ImGui_ImplWGPU_Shutdown()
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
|
||||
@@ -13,8 +13,8 @@
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
// Missing features or Issues:
|
||||
// [ ] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
@@ -58,6 +58,9 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
|
||||
@@ -41,11 +41,14 @@ HOW TO UPDATE?
|
||||
|
||||
THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015!
|
||||
I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES,
|
||||
BUT INEVITABLY SOME USERS WILL BE AFFECTED.
|
||||
BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED.
|
||||
|
||||
IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS,
|
||||
PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO:
|
||||
https://github.com/ocornut/imgui/issues/
|
||||
If you are using custom widgets, internals or third-party extension that are somehow
|
||||
breaking and aren't obvious how to solve, please post in Issues so we can gather
|
||||
data and share solutions that may help others.
|
||||
|
||||
As part of the plan to reduce impact of API breaking changes, several unfinished
|
||||
changes/features/refactors related to font and text systems and scaling will be
|
||||
@@ -115,8 +118,8 @@ Breaking changes:
|
||||
to 4096 but that limit isn't necessary anymore, and Renderer_TextureMaxWidth covers this)
|
||||
However you may set TexMinWidth = TexMaxWidth for the same effect.
|
||||
- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on
|
||||
ImGuiContext to create one, you'll need to set the atlas->RendererHasTextures field
|
||||
and call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
|
||||
ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself.
|
||||
An assert will trigger if you don't.
|
||||
- Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using
|
||||
PushFontSize(style.FontSizeBase * factor) or to manipulate other scaling factors.
|
||||
- Fonts: obsoleted ImFont::Scale which is not useful anymore.
|
||||
@@ -302,6 +305,7 @@ Other changes:
|
||||
codepath that preserve last contents size when collapsed, resulting in
|
||||
programmatically uncollapsing auto-sizing windows having them flicker size
|
||||
for a frame. (#7691) [@achabense]
|
||||
- Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
|
||||
- Windows: loosened code to allow hovering of resize grips, borders, and table
|
||||
borders while hovering a sibling child window, so that the code in master matches
|
||||
one in docking (they accidentally diverged). (#8554)
|
||||
@@ -365,32 +369,14 @@ Other changes:
|
||||
requires providing a window to the backend. (#8584, #6341)
|
||||
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
|
||||
- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
|
||||
- Backends:
|
||||
- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, Allegro5:
|
||||
- Renderer Backends:
|
||||
- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
|
||||
- Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471)
|
||||
[@ocornut, @ShironekoBen, @thedmd]
|
||||
- Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backend.
|
||||
Available if you want to start uploading textures right after ImGui::Render() and without
|
||||
waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
|
||||
multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
|
||||
- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
|
||||
helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
|
||||
GLFW version checks + returning 1.0f on Apple platform.
|
||||
- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
|
||||
helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
|
||||
on Apple platforms. SDL3 already does this by default.
|
||||
- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
|
||||
would fail to claim it again the next subsequent click. (#8594)
|
||||
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
|
||||
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
|
||||
- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
|
||||
call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
|
||||
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
|
||||
- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
|
||||
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
|
||||
memory ownership change. (#8530, #7801) [@Green-Sky]
|
||||
- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
|
||||
way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
|
||||
- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
|
||||
to load fonts between the Init and NewFrames calls.
|
||||
- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
|
||||
@@ -409,6 +395,27 @@ Other changes:
|
||||
- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
|
||||
and by multi-viewports implementation, which would typically trigger errors while detaching
|
||||
secondary viewports. (#8600, #8176) [@ChrisTom-94]
|
||||
- Platform Backends:
|
||||
- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
|
||||
helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
|
||||
GLFW version checks + returning 1.0f on Apple platform.
|
||||
- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
|
||||
helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
|
||||
on Apple platforms. SDL3 already does this by default.
|
||||
- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
|
||||
would fail to claim it again the next subsequent click. (#8594)
|
||||
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
|
||||
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
|
||||
- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
|
||||
call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
|
||||
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
|
||||
- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
|
||||
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
|
||||
memory ownership change. (#8530, #7801) [@Green-Sky]
|
||||
- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
|
||||
way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
|
||||
- Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing
|
||||
our view. (#8644) [@BingoXuan]
|
||||
- Examples:
|
||||
- Examples: Made many examples DPI aware by default.
|
||||
The single-viewport is basically:
|
||||
|
||||
@@ -105,6 +105,7 @@ io.Fonts->AddFontDefault();
|
||||
```
|
||||
|
||||
**Load .TTF/.OTF file with:**
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: passing a size is not necessary**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -377,7 +378,7 @@ TL;DR; With the new system, it is recommended that you create a custom `ImFontLo
|
||||
|
||||
You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466).
|
||||
|
||||
🆕 **Before 1.92:**
|
||||
**Before 1.92:**
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
|
||||
|
||||
76
imgui.cpp
76
imgui.cpp
@@ -21,9 +21,10 @@
|
||||
// - Issues & support ........... https://github.com/ocornut/imgui/issues
|
||||
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
|
||||
|
||||
// For first-time users having issues compiling/linking/running/loading fonts:
|
||||
// For first-time users having issues compiling/linking/running:
|
||||
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
|
||||
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
|
||||
// Since 1.92, we encourage font loading question to also be posted in 'Issues'.
|
||||
|
||||
// Copyright (c) 2014-2025 Omar Cornut
|
||||
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
|
||||
@@ -348,12 +349,12 @@ CODE
|
||||
ImGui::Render();
|
||||
|
||||
// Update textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
MyImGuiBackend_UpdateTexture(tex);
|
||||
|
||||
// Render dear imgui contents, swap buffers
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
MyImGuiBackend_RenderDrawData(draw_data);
|
||||
SwapBuffers();
|
||||
}
|
||||
@@ -373,25 +374,32 @@ CODE
|
||||
{
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// create texture based on tex->Width/Height/Pixels
|
||||
// call tex->SetTexID() to specify backend-specific identifiers
|
||||
// tex->Status = ImTextureStatus_OK;
|
||||
// <create texture based on tex->Width/Height/Pixels>
|
||||
tex->SetTexID(xxxx); // specify backend-specific ImTextureID identifier
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = xxxx; // store more backend data
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// update texture blocks based on tex->UpdateRect
|
||||
// tex->Status = ImTextureStatus_OK;
|
||||
// <update texture blocks based on tex->UpdateRect>
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
// destroy texture
|
||||
// call tex->SetTexID(ImTextureID_Invalid)
|
||||
// tex->Status = ImTextureStatus_Destroyed;
|
||||
// <destroy texture>
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
MyImGuiBackend_UpdateTexture(tex);
|
||||
|
||||
|
||||
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
|
||||
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
|
||||
@@ -408,7 +416,10 @@ CODE
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
MyEngineResetRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -480,7 +491,7 @@ CODE
|
||||
- Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling.
|
||||
- Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese().
|
||||
- Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327)
|
||||
- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one, you'll need to set the atlas->RendererHasTextures field and call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
|
||||
- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
|
||||
- Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFontSize(style.FontSizeBase * factor)' or to manipulate other scaling factors.
|
||||
- Fonts: obsoleted ImFont::Scale which is not useful anymore.
|
||||
- Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things:
|
||||
@@ -4567,12 +4578,15 @@ static void SetCurrentWindow(ImGuiWindow* window)
|
||||
g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
|
||||
if (window)
|
||||
{
|
||||
bool backup_skip_items = window->SkipItems;
|
||||
window->SkipItems = false;
|
||||
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
|
||||
{
|
||||
ImGuiViewport* viewport = window->Viewport;
|
||||
g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity()
|
||||
}
|
||||
ImGui::UpdateCurrentFontSize(0.0f);
|
||||
window->SkipItems = backup_skip_items;
|
||||
ImGui::NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
}
|
||||
@@ -5467,13 +5481,16 @@ static void ImGui::UpdateTexturesNewFrame()
|
||||
{
|
||||
if (atlas->OwnerContext == &g)
|
||||
{
|
||||
atlas->RendererHasTextures = has_textures;
|
||||
ImFontAtlasUpdateNewFrame(atlas, g.FrameCount);
|
||||
ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1 && "If you manage font atlases yourself you need to call ImFontAtlasUpdateNewFrame() on it.");
|
||||
IM_ASSERT(atlas->RendererHasTextures == has_textures && "If you manage font atlases yourself make sure atlas->RendererHasTextures is set consistently with all contexts using it.");
|
||||
// (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
|
||||
// Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
|
||||
// (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
|
||||
// (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
|
||||
IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
|
||||
IM_ASSERT(atlas->RendererHasTextures == has_textures);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7482,8 +7499,12 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
|
||||
|
||||
// Close button
|
||||
if (has_close_button)
|
||||
{
|
||||
g.CurrentItemFlags |= ImGuiItemFlags_NoFocus;
|
||||
if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
|
||||
*p_open = false;
|
||||
g.CurrentItemFlags &= ~ImGuiItemFlags_NoFocus;
|
||||
}
|
||||
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
g.CurrentItemFlags = item_flags_backup;
|
||||
@@ -9292,6 +9313,21 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
|
||||
// Most of the relevant font logic is in imgui_draw.cpp.
|
||||
// Those are high-level support functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - UpdateFontsNewFrame() [Internal]
|
||||
// - UpdateFontsEndFrame() [Internal]
|
||||
// - GetDefaultFont() [Internal]
|
||||
// - RegisterUserTexture() [Internal]
|
||||
// - UnregisterUserTexture() [Internal]
|
||||
// - RegisterFontAtlas() [Internal]
|
||||
// - UnregisterFontAtlas() [Internal]
|
||||
// - SetCurrentFont() [Internal]
|
||||
// - UpdateCurrentFontSize() [Internal]
|
||||
// - SetFontRasterizerDensity() [Internal]
|
||||
// - PushFont()
|
||||
// - PopFont()
|
||||
// - PushFontSize()
|
||||
// - PopFontSize()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::UpdateFontsNewFrame()
|
||||
{
|
||||
@@ -9404,12 +9440,10 @@ void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
|
||||
|
||||
// Early out to avoid hidden window keeping bakes referenced and out of GC reach.
|
||||
// However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching, so for now we null it.
|
||||
// FIXME: perhaps g.FontSize should be updated?
|
||||
if (window != NULL && window->SkipItems)
|
||||
if (g.CurrentTable == NULL || g.CurrentTable->CurrentColumn != -1) // See 8465#issuecomment-2951509561. Ideally the SkipItems=true in tables would be amended with extra data.
|
||||
{
|
||||
g.FontBaked = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// Restoring is pretty much only used by PopFont()/PopFontSize()
|
||||
float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f;
|
||||
@@ -22799,7 +22833,7 @@ void ImGui::DebugNodeFont(ImFont* font)
|
||||
if (baked->ContainerFont != font)
|
||||
continue;
|
||||
PushID(baked_n);
|
||||
if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.1f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : ""))
|
||||
if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : ""))
|
||||
{
|
||||
if (SmallButton("Load all"))
|
||||
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++)
|
||||
|
||||
@@ -2722,12 +2722,13 @@ static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* at
|
||||
}
|
||||
|
||||
// Called by NewFrame() for atlases owned by a context.
|
||||
// If you manually manage font atlases, you'll need to call this yourself + ensure atlas->RendererHasTextures is set.
|
||||
// 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age.
|
||||
// 'frame_count' may not match those of imgui contexts using this atlas, as contexts may be updated as different frequencies.
|
||||
void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count)
|
||||
// If you manually manage font atlases, you'll need to call this yourself.
|
||||
// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age.
|
||||
// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context.
|
||||
void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures)
|
||||
{
|
||||
IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice?
|
||||
IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice.
|
||||
atlas->RendererHasTextures = renderer_has_textures;
|
||||
|
||||
// Check that font atlas was built or backend support texture reload in which case we can build now
|
||||
if (atlas->RendererHasTextures)
|
||||
|
||||
@@ -957,6 +957,7 @@ enum ImGuiItemFlagsPrivate_
|
||||
ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
|
||||
ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false).
|
||||
ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited()
|
||||
ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior().
|
||||
|
||||
// Controlled by widget code
|
||||
ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
|
||||
@@ -1034,6 +1035,7 @@ enum ImGuiButtonFlagsPrivate_
|
||||
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
|
||||
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
|
||||
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
|
||||
ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking.
|
||||
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
|
||||
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,
|
||||
};
|
||||
@@ -4131,7 +4133,7 @@ IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtl
|
||||
IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id);
|
||||
IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id);
|
||||
|
||||
IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count);
|
||||
IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures);
|
||||
IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);
|
||||
IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data);
|
||||
IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex);
|
||||
|
||||
@@ -548,6 +548,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags);
|
||||
if (flags & ImGuiButtonFlags_AllowOverlap)
|
||||
item_flags |= ImGuiItemFlags_AllowOverlap;
|
||||
if (item_flags & ImGuiItemFlags_NoFocus)
|
||||
flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus;
|
||||
|
||||
// Default only reacts to left mouse button
|
||||
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
|
||||
@@ -623,7 +625,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
}
|
||||
else
|
||||
else if (!(flags & ImGuiButtonFlags_NoFocus))
|
||||
{
|
||||
FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
|
||||
}
|
||||
@@ -641,7 +643,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
}
|
||||
else
|
||||
else if (!(flags & ImGuiButtonFlags_NoFocus))
|
||||
{
|
||||
FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user