mirror of
https://github.com/ocornut/imgui.git
synced 2026-07-16 06:10:42 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_glfw.h # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
This commit is contained in:
@@ -21,6 +21,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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@@ -595,6 +596,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
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case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
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case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
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case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break;
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case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break;
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case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
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}
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al_set_system_mouse_cursor(bd->Display, cursor_id);
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@@ -11,8 +11,9 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -11,8 +11,9 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -24,6 +24,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
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// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
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@@ -171,6 +172,7 @@
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// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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#define IMGL3W_IMPL
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#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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#include "imgui_impl_opengl3_loader.h"
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#endif
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@@ -282,6 +284,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState
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};
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#endif
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// Not static to allow third-party code to use that if they want to (but undocumented)
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bool ImGui_ImplOpenGL3_InitLoader();
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bool ImGui_ImplOpenGL3_InitLoader()
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{
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// Initialize our loader
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#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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if (glGetIntegerv == NULL && imgl3wInit() != 0)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return false;
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}
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#endif
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return true;
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}
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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@@ -289,14 +306,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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if (imgl3wInit() != 0)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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// Initialize loader
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if (!ImGui_ImplOpenGL3_InitLoader())
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return false;
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}
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#endif
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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@@ -416,6 +428,8 @@ void ImGui_ImplOpenGL3_NewFrame()
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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if (!bd->FontTexture)
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@@ -507,6 +521,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Backup GL state
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@@ -11,9 +11,10 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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// [x] Platform: Multi-viewport / platform windows.
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// Issues:
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// Missing features or Issues:
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -11,9 +11,10 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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// [x] Platform: Multi-viewport / platform windows.
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// Issues:
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// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// Missing features or Issues:
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
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// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -456,12 +457,12 @@ bool ImGui_ImplOSX_Init(NSView* view)
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
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bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
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bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
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bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
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bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
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bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
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// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
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// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
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@@ -27,6 +27,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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@@ -547,6 +548,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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// Set platform dependent data in viewport
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@@ -25,6 +25,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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@@ -525,6 +526,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
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bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
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// Set platform dependent data in viewport
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@@ -24,6 +24,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
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// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
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// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
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@@ -280,6 +281,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgu
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
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case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
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case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
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}
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::SetCursor(::LoadCursor(nullptr, win32_cursor));
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